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Bestiary of Krynn, Revised

Designers: Cam Banks, André La Roche Additional Design: , Christopher Coyle, Sean Macdonald, Trampas Whiteman Editing: Jamie Chambers  Proofreading: Elizabeth Baldwin, Christy Everette, Project Manager: Jamie Chambers  Typesetter: Sean Everette Art Director: Renae Chambers, Christopher Coyle  Cover Artist: Interior Artists: Omar Dogan, , Mark Evans, Eric Fortune, Scott Harshbarger, Scott Hepburn, James Holloway, Jennifer Meyer, Stanley Morrison, , Eric Vedder, Brad Williams, Kevin Yan, Jim Zubkavich Cover Graphic Designer: Ken Whitman  Interior Graphic Designer: Kevin T. Stein

Special Thanks: Shivam Bhatt, Ross Bishop, Neil Burton, Weldon Chen, Richard Connery, Luis Fernando De Pippo, Tracy Everette, Matt Haag, Ben Jacobson, Tobin Melroy, Ashe Potter, Joshua Stewart, Heine Kim Stick

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Written & Published by Margaret Weis Productions, Ltd. 253 Center Street #126 Lake Geneva, WI 53147-1982 United States www.margaretweis.com Contents Chapter One: Monsters of Krynn ...... 4 Ankholian Undead ...... 4 Horax ...... 63 Black Willow ...... 5 Huldrefolk ...... 64 Bloodrager ...... 7 Imp, Vapor ...... 66 Centaur, Wendle ...... 8 Kalothagh ...... 67 Chaos Wretch ...... 10 Kani Doll ...... 68 Child of the Sea ...... 12 Knight Haunt ...... 70 Daemonlord ...... 16 Kyrie ...... 71 Daemon Warrior ...... 17 Lizardfolk, Jarak-Sinn ...... 73 Dark Thrall of Onysablet ...... 19 Magori ...... 75 Demon, Malrauthin ...... 20 Mandibear ...... 77 Disir ...... 22 Mundane Animals ...... 78 Draconian, Noble (Flame) ...... 25 Proto-Creature ...... 79 Draconian, Noble (Frost) ...... 26 Qlippoth ...... 81 Draconian, Noble (Lightning) ...... 27 Razhak ...... 82 Draconian, Noble (Vapor) ...... 28 Remnant ...... 83 Draconian, Noble (Venom) ...... 29 Sacred Guardian ...... 84 , Amphi ...... 30 Saqualaminoi ...... 88 Dragon, Aquatic ...... 33 Shadow Wight ...... 89 Dragon, Fire ...... 37 Skorenoi ...... 91 Dragon, Frost ...... 39 Skrit ...... 92 Dragon Vassal ...... 42 Skyfisher ...... 93 Dragonspawn ...... 43 Slig ...... 94 Dragonspawn, Abomination ...... 45 Swarm, Turbidus Leech ...... 97 Elemental Minion ...... 48 Tainted-Blood ...... 98 Eyewing ...... 51 Tayfolk ...... 100 Feeder ...... 52 Troll, Mewling ...... 103 Flightless Birds ...... 53 Tylor ...... 104 Forestmaster ...... 55 Undead Beast, Stahnk ...... 105 Funno ...... 57 Undead Beast, Gholor ...... 107 Giant, Desolation ...... 57 Urkhan Worm ...... 108 Giant, Half-Giant ...... 59 Whisper Spider ...... 109 Goblin, Cave Lord ...... 60 Wichtlin ...... 112 Gurik Cha’ahl ...... 61 Wyndlass ...... 114 Hatori ...... 62 Yaggol ...... 116 Chapter Two: Monstrous Prestige Classes ...... 118 Ambient Tempest ...... 118 Branch of Zivilyn ...... 120 Child of Chemosh ...... 122 Dragon Ravager ...... 124 Scourge of Chaos ...... 125 Chapter Three: Monsters as Characters ...... 127 Lacking Acceptance ...... 127 Acceptance Check ...... 127 Influencing Factors ...... 127 Byspassing Prejudices ...... 129 Acceptance and What It Means ...... 129 In Summary ...... 130 Areas Suited for Monstrous Characters ...... 130 Suggested Monster Races ...... 131 Appendix One: Wilderness Encounters ...... 133 Appendix Two: Monsters in DRAGONLANCE ...... 146 Foreword The draconians captured me first—more years ago than I The world is known for other unique creatures, too: the care to remember. (By Habbakuk’s fist, I think it was twenty chaos wights bent on stealing minds and memories; the brutal years past when we played D&D around an old kitchen table thanoi from the brutally cold south; the whimsical ; the in Evansville, Indiana.) Man-like creatures birthed from the tinkering gnomes; the sea-going minotaurs who could be your corrupted eggs of dragons, they were quick to spirit me off best friend or your most terrifying foe... to Krynn and take my imagination on a wild, glorious ride. Passionate and powerful. They’ve held me prisoner ever since that first adventure, and Hideous and stunning. since that time, I’ve had the pleasure of liberally sprinkling Divine, demonic, pitiable, and mysterious. them throughout my DRAGONLANCE novels. To this day, The creatures of Krynn are all of those things and much, draconians remain unique to the world of Krynn. No much more. Masterfully created from the most talented minds commonplace are they! in gaming to challenge the most stalwart of adventurers, I I was also captured by Ansalon’s great dragons—or perhaps think they are the heart of a DRAGONLANCE campaign. captivated is a better word choice. With their intricate schemes I wonder which creatures will capture you. and skillful manipulations of Krynn’s lesser beings, they were an unstoppable force to be feared by the D&D characters I played, and at the same time, they were the backbone of my DRAGONLANCE fiction. (I think the majestic blues of the desert are my favorite—flying through gales and dancing with lightning. I still mourn the passing of the Storm Over Krynn.) Summer 2003 Introduction he thing entered the room swiftly despite its great bulk. the wicked, blood-drinking feeder. Lifted from the pages of the The scraping sound they had heard was caused by its storytellers, the monsters now can have their potential fully Tgigantic, bloated body sliding along the floor. realized at the gaming table, spawning new stories for players. “A slug!” Tas said, running up to examine it with interest. Some creatures are completely new, either a variation on “But look at the size of that thing! How do you suppose it got something familiar or otherwise dramatically different, enough so big? I wonder what it eats—” to surprise even the most jaded adventurers. “Us, you ninny!” Flint shouted. A DRAGONLANCE campaign features many of the same creatures found in other d20 System campaigns. Many –Tasslehoff and Flint in the Sla-Mori others are unique to the world of Krynn and can be found Dragons of Autumn Twilight in the DRAGONLANCE , , this By Margaret Weis and volume, and many of the other DRAGONLANCE game books from Sovereign Press and Margaret Weis Productions. All of Ansalon is a land populated by elves, humans, ogres, and all the the creatures presented here conform to the standards and various races in between. It has wondrous cities, prosperous guidelines found in the d20 System Core Rules. towns, and tiny villages that do not so much as rate a dot on a kender’s map. Adventures can be be found in such places, and 2006 Addendum they also serve as havens for travelers who seek rest from a It has been three years since the Bestiary of Krynn was wearying journey. published. It went on to sell out rather quickly and has been Only the foolish believe the land is tame, however. Ansalon largely unavailable for almost two and a half years. Instead of is a continent of feral wilderness with ancient forests whose simply reprinting the Bestiary, we decided to give the book a hearts remain unseen even by elven eyes, bone-dry deserts make-over and improve it. which bake under the blazing sun, and vast, tempestuous seas Gone is the layout of the old book. All of the monsters are reflecting the light of three moons. In all of these places, there presented in alphabetical order, each with the new stat block are monsters. used in the new official D&D game books. All errata from the Some of the land’s creatures are merely animals competing original book has been entered and mistakes corrected (not for survival. Other are creatures altered by the passage of the to say this book is perfect, something always slips through). Graygem or from the Chaos —living outside the will of the A few new monsters—the yaggol, cave lord, Jarak-Sinn, and gods’ design yet thriving. Still others are servants of the Holy others—have been included. A couple of creatures have new art. Orders of the Stars or creations of magic. Each presents both We have tried to showcase the art better by making most of the adventure and danger to those who leave civilization behind. images bigger. Many of the creatures found within these pages have, We hope you enjoy the new and improved Bestiary of before now, been seen only in the stories of Krynn—such as Krynn, Revised!

Introduction  3 Chapter 1: Monsters of Krynn he things that waited behind the gates scuttled Sample Ankholian Undead out so quickly, it set Hult back a pace. They were This rotting creature has the head of an owl and the burly Tmassive, wormlike creatures, each ten feet long lower body of a . Its bones can be seen glowing with an and as wide across as a man’s trunk, covered in shells unnatural green light within its body, and it is surrounded by like banded mail, one deep blue and the other oily black. an aura of green fire. They had more legs than he could count—it seemed like This example uses an zombie as the base hundreds, each ending in a wickedly curved hook that dug creature. into the sand as they darted forward, throwing up plumes behind. Pincers like scythe-blades gnashed around their Ankholian Owlbear Zombie CR 5 chittering mouths; their eyes were like faceted jewels, as Always NE Large undead black as an ogre’s heart. Init +0; Senses 60 ft. “Horax!” Forlo yelled, moving back a step as the beasts AC 19, touch 9, flat-footed 19 (+10 natural, –1 size) scurried toward them. hp 68 (10 HD); DR 5/slashing Immune cold, fire; undead traits Trail of the Black Worm Fort +3, Ref +3, Will +7 By Spd 30 ft.; can’t run Melee bite +12 (1d8+8 plus 1d8 fire) or The following chapter presents additional creature Melee slam +12 (1d8+8 plus 1d8 fire) threats and monstrous challenges for characters in a Space 10 ft.; Reach 5 ft. DRAGONLANCE campaign. Together with the monsters Base Atk +5; Grp +17 described in the DRAGONLANCE Campaign Setting and Atk Options contaminate undead, single actions only the various DRAGONLANCE books published by Sovereign Special Actions breath weapon Press and Margaret Weis Productions, these creatures Abilities Str 27, Dex 10, Con —, Int —, Wis 10, Cha 5 comprise the greater part of new and exciting encounters SQ create spawn that can occur on Krynn. Each entry conforms to current Feats Toughness standards laid out in the revised edition of Dungeons & Skills — Dragons, and the more common special attacks, special Environment Any qualities, and subtypes are described in more detail in the Organization Any Glossary. Treasure None Advancement None; Level Ankholian Undead Adjustment — Ankholian undead are the result of imbuing standard Breath Weapon undead with the properties of a fireshadow. All ankholian (Su) 30 undead can be spotted by the eerie green glow of their ft. cone, bones managing to shine even through flesh, casting a 6d8 slight pale-green illumination all about the creature. In addition to the light provided by the bones, the undead creature is sheathed in an aura of heat so great that it burns anything to come in contact with it. Those who fight ankholian undead often prepare against fire and are in for a surprise when the monster unleashes its breath weapon, which—despite a resemblance to green flame—deals cold damage. Texts found in the libraries of the Tower of Wayreth say the ankholian undead first arose early on during the Age of Might when a wizard named Ankholus attempted to create a fireshadow (DRAGONLANCE Campaign Setting, page 225). These texts state that Ankholus, though powerful, had a limited understanding of planar entities and assumed the fireshadow was an undead creature that could be easily recreated. The fate of Ankholus was never made clear, though the texts speculate that he succumbed to an ankholian form of undeath as a lich. Ankholian undead speak any languages used by their standard undead counterparts.

4  Chapter One cold damage, Reflex DC 12 half, usable once per Abilities: Increase from the base creature as follows: Str minute. +4, Cha +4. Contaminate Undead (Su) Reflex DC 12 negates. Challenge Rating: Same as the base creature +2 Heat (Ex) An ankholian owlbear zombie’s body generates (minimum 3). intense heat, causing opponents to take an extra 1d8 Alignment: Any evil. points of fire damage every time the creature succeeds Level Adjustment: Same as the base creature +3 (if on a natural attack. Creatures attacking an ankholian any). owlbear zombie unarmed or with natural weapons take this same fire damage each time one of their attack hits. Black Willow Single Actions Only (Ex) Ankholian owlbear zombies This creature looks like an ugly willow tree covered in have poor reflexes and can perform only a single move brownish-green bark. Its branches hang down, some moving action or attack action each round. If it charges, an naturally in the wind, although about a dozen or so move as ankholian owlbear zombie can move up to its speed if directed. and attack in the same round. Black Willow CR 13 Strategies and Tactics Always CE Huge plant Ankholian owlbear zombies attack mindlessly, combining Init +0; Senses low-light vision; Listen +7, Spot +14 the use of their breath weapon with other attacks at Aura sleep aura (30 ft. radius, Will DC 23) random. Languages Common, Elven, Sylvan (cannot speak) AC 28, touch 8, flat-footed 28 (+20 natural, –2 size) Creating Ankholian Undead hp 184 (16 HD); DR 15/slashing “Ankholian undead” is an acquired template that can Immune electricity, fire; plant traits be added to any corporeal undead creature (referred to Fort +17, Ref +5, Will +5 hereafter as the base creature). Spd 10 ft. An ankholian undead uses all the base creature’s Melee* 12 tendrils +14 each (1d6+9) statistics and special abilities except as noted here. Space 15 ft.;Reach 15 ft. Size and Type: Size and type remain unchanged. Base Atk +12; Grp +26 Armor Class: The base creature’s natural armor bonus Atk Options Cleave, improved grab (tendril), Improved improves by +2. Sunder, Power Attack Special Attacks: An ankholian undead retains all Special Actions constrict 1d8+12*, swallow whole the special attacks of the base creature and gains those *includes adjustments for a 3-point Power Attack described below. Saves have a DC of 10 + 1/2 the ankholian Abilities Str 23, Dex 10, Con 24, Int 10, Wis 11, Cha 17 undead’s HD + ankholian undead’s Cha modifier unless Feats Ability Focus (sleep aura), Alertness, Cleave, Improved otherwise noted. Sunder, Power Attack, Weapon Focus (tendril) —Breath Weapon (Su) Ankholian undead gain the ability to Skills Hide +10*, Listen +7, Sense Motive +5, Spot +14, breathe a 30 foot cone of green flame that deals 6d8 points Survival +6 of cold damage. Creatures take half damage on a successful Environment Warm forests Reflex save. This ability is usable once every minute. Organization Solitary or grove (2-5) —Contaminate Undead (Su) The breath weapon and heat Treasure Standard aura of an ankholian undead also affect other undead Advancement 17-32 HD (Huge), 33-48 HD (Gargantuan); in a unique way. When damaged by an ankholian Level Adjustment — undead’s breath weapon or heat, corporeal undead Constrict (Ex) A black willow deals 1d8+9 points of creatures must succeed at a Reflex save or gain the damage with a successful grapple check. ankholian undead template. Improved Grab (Ex) To use this ability, a black willow —Create Spawn (Su) Any living creature slain by an must hit a Large or smaller creature with its tendril ankholian undead becomes an ankholian undead attack. It can then attempt to start a grapple as a free zombie in 1d4 rounds. Spawn are under the command action without provoking an attack of opportunity. If of the ankholian undead that created them and remain it wins the grapple check, it establishes a hold and can enslaved until its death, unless the creator itself is a constrict. A black willow may constrict a single foe mindless creature. with up to four tendrils at a time, making the grapple —Heat (Ex) An ankholian undead’s body generates intense check for each individual tendril. A creature may cut heat, causing opponents to take an extra 1d8 points itself free of a single tendril with a slashing or piercing of fire damage every time the creature succeeds on weapon by dealing 10 points of damage to the tendril a natural attack. Creatures attacking an ankholian in question (AC 15). Any tendrils have been severed in undead unarmed or with natural weapons take this such a manner are subtracted from the total number of same fire damage each time one of their attack hits. tendrils that a black willow can use. All tendrils grow Special Qualities: An ankholian undead retains all the back within a week. special qualities of the base creature and gains immunity to Sleep Aura (Su) All creatures within 30 feet of a black cold and fire. willow must succeed at a DC 23 Will save or be affected

Monsters of Krynn  5 as if by a sleep spell at caster level 15. Unlike the spell, black willow is always gnarled, and its branches double the black willow’s aura can affect up to a number of Hit as tendrils used in the pursuit of its prey. Black willows Dice equal to its own. Creatures that succeed at their digest their food inside a cavity containing greenish-yellow saving throw are fatigued for four rounds. A creature digestive juices. The plants are able to see and hear despite that succeeds on its saving throw cannot be affected by having no discernable sensory organs. Black willows can the same black willow’s sleep aura for 24 hours. The save move by uprooting themselves and moving slowly on DC is Charisma-based. stubby legs that can close together to look like the trunk of Swallow Whole/Paralysis (Ex) A black willow can try to a tree. swallow a grabbed opponent by making a successful Black willows have been recorded in history books grapple check. Once inside the plant’s mass, the since the first passage of the Graygem across Krynn. It opponent must succeed on a DC 25 Fortitude save or be has struck many as odd that the Graygem wreaked such paralyzed for 3d6 rounds by the black willow’s digestive havoc amongst willows while it left most other plant-life juices, taking 2d6 points of acid damage per round. A relatively unscathed. Some disagree with the connection new save is required each round inside the plant. The made between the passage of the Graygem and the save DC is Constitution-based. Because the plant seals existence of black willows, often citing texts that refer to itself upon swallowing a creature, a swallowed creature a dark druid named Fheira, a woman with a consummate that avoids paralysis can only exit by cutting its way passion for performing magical experiments on plant life. out by using a slashing or piercing weapon to deal 25 Black willows have no speech apparatus but understand points of damage to the black willow’s interior (AC 20). Common, Sylvan and Elven, as well as any other languages Once the creature exits, the plant seals the hole; another commonly found in surrounding territories. swallowed opponent must cut its own way out. A Huge black willow’s interior can hold 2 Large, 8 Medium, 32 Strategies and Tactics Small, 128 Tiny, or 512 Diminutive or smaller creatures. A black willow prefers to attack by going after creatures Skills: *A black willow gains a +10 competence bonus to that have fallen prey to its sleep aura and constricting them Hide checks in a forested area. with four tendrils at once. When faced with numerous opponents, a black willow will unseal its trunk and swallow Black willows are malevolent plant creatures that thrive a single opponent so it can use all of its resources to deal on the wanton killing of hapless wandering creatures. with the others. If three quarters of its tendrils have been Black willows stand 20 feet tall, and their trunks are five severed, a black willow will refrain from grappling with feet in diameter. Their coloration ranges anywhere from a any creature. sickly green to a dark brown to pitch black. The bark of a

6  Chapter One Base Atk +4; Grp +17 Bloodrager Atk Options rage (12 rounds), trip Driven feral by the unholy disease coursing Abilities Str 29, Dex 15, Con 21, Int 2, Wis 10, Cha 10 through their bodies, these wild creatures Feats Alertness, Run, TrackB, Weapon Focus (bite) truly represent the darker side of Skills Hide +0, Listen +6, Move Silently +4, Spot +6, nature; they are animals driven Survival +1* by rage and ferocity to hunt Environment Temperate forest down and slaughter any living Organization Solitary or pack (5-8) creature that crosses Treasure None their path. Advancement 7-18 HD (Large); Level Bloodragers are Adjustment — living creatures that Blood-Fury (Su) Supernatural have been infected by a disease—injury; Fort DC 18; see page contagious disease XX. known as the Trip (Ex) When a bloodrager blood-fury. The dire wolf hits with a bite attack, it disease resembles can attempt to trip its opponent rabies in many (+11 check modifier) as a ways, making free action the creature without rabid and feral, provoking but the disease an attack of also mutates opportunity. its victims into If the attempt terrifying beasts of fails, the destruction and opponent death. Many believe cannot react to bloodragers trip the bloodrager dire wolf. are agents of Morgion, the god Rage (Ex) Once injured, a bloodrager dire of disease, who has had these wolf enters a frenzy and its statistics change as animals purposefully inflicted follows: so as to spread disease and chaos throughout the AC 15, touch 9, flat-footed 13 forest realms of Chislev and Habbakuk. If so, it would hp 63 explain the sudden surge of blood-fury and bloodragers Fort +9, Will +7 spreading throughout many of the wild areas across Melee bite +14 (2d6+15 plus blood-fury [Fort DC 19]) Krynn. Grp +18 Abilities Str 31, Con 23 Sample Bloodrager Skills: A bloodrager dire wolf has a +2 racial bonus on A massive wolf, easily the size of a small pony, with black Hide, Listen, Move Silently, and Spot checks. *It also has fur liberally streaked with glistening trails of crimson, growls a +4 racial bonus on Survival checks when tracking by low in its throat. Its fangs are bared in a snarl, blood-flecked scent. foam dripping from its mouth as it snarls in rage. Its eyes glow with an unholy scarlet fury as it prepares to attack. Strategies and Tactics Here is an example of the bloodrager using a dire wolf Dire wolves prefer to attack in packs, surrounding and as the base creature. flanking a foe when they can. The Fortitude saving throw against the bloodrager dire wolf’s blood-fury is DC 18. Bloodrager Dire Wolf CR 4 A bloodrager’s natural weapons are considered magic Always NE Large magical beast (augmented animal) weapons for the purpose of overcoming damage reduction. Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6 Creating a Bloodrager AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size) “Bloodrager” is an acquired template that can be added to hp 57 (6 HD); DR 5/magic any animal, magical beast, or vermin (referred to hereafter Immune disease, poison as the “base creature”). Fort +8, Ref +7, Will +6 A bloodrager uses all the base creature’s statistics and Spd 60 ft.; Run special abilities except as noted here. Do not recalculate the Melee bite +13 (2d6+13 plus blood-fury) creature’s Hit Dice, base attack bonus, saves, or skill points if Space 10 ft.;Reach 5 ft. its type changes.

Monsters of Krynn  7 Size and Type: Animals or vermin with this template bony protective plates. Spurs and other bony formations become magical beasts, but otherwise the creature type is grow from joints on both its human and pony sections. It unchanged. Size is unchanged. wears its human hair in long knotted braids and carries a Speed: The bloodrager’s base speed increases by 10 feet. spear and small round wooden shield. This is added to all forms of movement the bloodrager possesses. Wendle Centaur CR 1 Armor Class: The Usually N Medium monstrous humanoid Old Damage Adjusted bloodrager’s natural armor Init +2; Senses darkvision 60 ft.; Listen +3, Spot +3 Damage bonus increases by +3. Languages Elven, Sylvan 1 1d2 Damage: The bloodrager’s AC 18, touch 12, flat-footed 16 (+2 Dex, +5 natural, +1 1d2 1d3 natural weapon damage shield) 1d3 1d4 increases by one step. Use hp 9 (2 HD) the table at left to calculate Fort +0, Ref +5, Will +4 1d4 1d6 adjusted damage. Spd 40 ft. 1d6 1d8 Special Attacks: A Melee shortspear +4 (1d6+2) and 2 hooves +0 each 1d8 2d6 bloodrager creature retains (1d3+1) 2d6 2d8 all the special attacks of the Ranged composite shortbow +4 (1d6+2/x3) 2d8 4d6 base creature and also gains Space 5 ft.;Reach 5 ft. the following special attack. Base Atk +2; Grp +4 4d6 4d8 Blood-Fury (Su) A Abilities Str 14, Dex 14, Con 11, Int 11, Wis 13, Cha 9 bloodrager’s natural attacks Feats Weapon Focus (hoof) can confer a supernatural disease known as the blood-fury. Skills Knowledge (history) +2, Listen +3, Move Silently +4, Theblood-fury has a different effect, depending upon the Spot +3, Survival +3 type of creature it attacks. Possessions small wooden shield, composite shortbow (+2 Against aberrations, dragons, fey, giants, humanoids, Str bonus), shortspear or monstrous humanoids (any living creature that is Environment Warm forests not an animal, magical beast, or vermin, and that can be Organization Solitary, patrol (4-8), hunting party (6-16 affected by disease): injury; Fortitude DC equal to 10 + 1/2 plus 1 leader of 2nd-5th level), or tribe (15-100 plus bloodrager’s HD + bloodrager’s Con modifier; incubation 100% noncombatants plus 6 3rd-level braves, 3 5th- period 1d3 days; damage 1d3 Con and 1d3 Wis. level champions, and 1 leader of 5th-9th level) Aanimals, magical beasts, and vermin, if they fail Treasure Standard (including possessions) their initial Fortitude saving throw, will transform into a Advancement By character class; Favored Class Ranger; bloodrager (aquiring the bloodrager template) within 1d3 Level Adjustment +1 days, unless they are treated with a cure disease or similar effect. Once the transformation is complete, it cannot be Wendles are a smaller breed of centaur from the eastern reversed by any spell or effect less than heal, limited wish, regions of Ansalon. They are intellectuals and philosophers, miracle, or wish spell. pursuing their nomadic lifestyle with an ascetic sensibility Rage (Ex) Once injured, the bloodrager enters a frenzy, quite unlike other centaurs. receiving a +2 morale bonus to Strength and Con, +1 A Wendle centaur is as big as a warpony but somewhat morale bonus on Will saves, and a –2 penalty on AC. The taller and heavier. A typical Wendle centaur is about 5 frenzy lasts feet tall and weighs close to 800 pounds. Its most striking Special Qualities: A bloodrager retains all the special features are the bony plates and spurs that seem to extend qualities of the base creature and also gains the following. from its ribcage and joints, giving it a somewhat primeval —Damage reduction 5/magic. A bloodrager’s natural appearance. Wendles often decorate or paint these plates in weapons are treated as magic weapons for the purpose of times of war and prize their uniqueness. overcoming damage reduction. —Darkvision 60 feet. Strategies and Tactics —Immunity to disease and poison. Wendle centaurs are more cerebral in their approach Abilities: Same as the base creature, but with the to warfare, although they are still usually armed. Their following modifiers: Str +4, Con +4, Wis –2. weapon of choice is the shortspear. Wendles carry shields Challenge Rating: HD 3 or less, as base creature; HD 4 into battle, which, when paired with their bony plates make to 7, as base creature +1; HD 8 or more, as base creature +2. them difficult to hurt. Wendles are known to quote lengthy Alignment: Always evil. sections of historical narrative in the middle of a fight, Level Adjustment: Same as base creature +2. which can unnerve their foes due to the appearance of calm it creates. Centaur, Wendle Wendles prefer not to get involved in combat, especially This creature has the upper body of a thickly muscled human not one that has already started. A party of Wendle and the lower body of a shaggy brown pony. The creature’s centaurs that comes across a fight already in progress will ribcage seems to extend outside of its human chest and forms sit it out, watching both sides, trying to remember it in

8  Chapter One case it has some later significance. They will flee if attacked, accumulation of knowledge than wealth. As such, then circle about and strike their pursuers in the flanks they look down upon races that indulge in luxuries or before fleeing for good. waste their time pursuing superficial lifestyles. They are especially antagonistic towards kender, whose attitudes are Wendle Centaur Soceity diametrically opposed to their own. Wendles originally hailed from the Wendle Woods in In the Age of Mortals, the Wendle centaurs’ ancestral southern Goodlund. They spent much of the Age of homelands were among those changed by Malystryx. Some Might in this area, but shortly before the Cataclysm, they tribes closer to the region have risked traveling through had become so frustrated with their interactions with the Desolation to see for themselves if there is anything to the kender that they set out to find new homes in other, be done. For the most part, however, the Wendle centaurs warmer forested areas. They are semi-nomadic, with a tribe have chosen to leave the former Goodlund peninsula finding a primary settlement and moving with the seasonal behind and can now be found in forests and woodland changes. areas from Blode north into the southern edges of Tribes of Wendles are excellent sources of information Nordmaar. on the history of Eastern Ansalon, as their oral history is highly detailed, but they are a reclusive and stand-offish Wendle Centaurs as Characters people and do not take kindly to strangers. Their culture Wendle centaurs sometimes become bards, rangers, or places great emphasis on living a spartan existence, druids. Wendle centaur rangers choose dragons, giants, devoting more or some variety of humanoid as their favored enemy. A time to the Wendle centaur druid or bard is often the lorekeeper and scholar of the tribe, advising the tribe’s leader in matters of tradition. Many Wendle centaur lorekeepers took up the practice of mysticism during the early Age of Mortals and continue to that practice, even with the return of Chislev. Wendle centaur characters possess the following racial traits: —+4 Strength, +4 Dexterity, +2 Wisdom, –2 Charisma. —Medium size. —A Wendle centaur’s base land speed is 40 feet. —Space/Reach: 5 feet/5 feet. —Darkvision 60 feet. —Racial Hit Dice: A Wendle centaur begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throws of Fort +0, Ref +3, and Will +3. —Racial Skills: A Wendle centaur’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Knowledge (history), Listen, Move Silently, Spot, and Survival. —Racial Feats: A Wendle centaur’s monstrous humanoid levels give it one bonus feat. —+5 natural armor bonus. —Automatic Languages: Sylvan, Elven; Bonus Languages: Common, Kender, Ogre. —Favored Class: Ranger. —Level adjustment: +1

Monsters of Krynn  9 Languages Abyssal, understands Common Chaos Wretch AC 17, touch 13, flat-footed 14 (+3 Dex, +4 Chaos wretches are twisted creations of Chaos, brought natural) forth from destruction and death to hp 22 (4 HD); DR 5/bludgeoning serve his wishes. The forces that Immune wretch traits animate these creatures draw Resist acid 10, cold 10, electricity 10, sonic power from negative energy deep 10 within the Abyss, giving them Fort +5, Ref +7, Will +5 a semblance of life. During the Spd 10 ft.; fly 60 ft. (good) Chaos War, several varieties of Melee 2 claws +5 each (1d8+1) and beak chaos wretch appeared on the face +3 (1d6+1 plus 1d4 Dexterity damage) of Krynn, including the three types Space 5 ft.;Reach 5 ft. described below. Individual chaos Base Atk +4; Grp +5 wretches spawned in the early Age of Atk Options smite law 1/day (+4 Mortals can still be found following damage) the War of Souls, causing havoc or acting Special Actions Flyby Attack as minions of evil wizards, Abilities Str 13, Dex 16, Con 13, Int 7, priests, and cults of Chaos. Wis 13, Cha 7 SQ wretch traits Strategies and Tactics Feats Flyby Attack, Chaos wretches are universally Multiattack cunning, destructive, and Skills Intimidate +5, Knowledge violent. They lose themselves (the planes) +5, Listen +1, Move Silently to mad rampages in small +10, Search +5, Spot +8, Survival +8 groups without much in the way Environment The Abyss of planning or strategy. When directed by a greater power, Organization Solitary, band (4-10), or mob (11-20) they are especially dangerous, but they always respond to Treasure None an opponent swiftly and with brute force. Advancement 5-8 HD (Medium), 9-12 HD (Large); Level A chaos wretch’s natural weapons, as well as any Adjustment — weapons it wields, are treated as chaotic-aligned for the Dexterity Damage (Su) Beak attack only, Fort DC 13, 1d4 purposes of overcoming damage reduction. Dexterity damage. The save DC is Constitution-based. Wretch Traits: A chaos wretch possesses the following traits (unless otherwise noted in a creature’s entry). Carrion wretches are malicious spirits drawn from the —Darkvision 60 feet. Abyss to inhabit human and animal remains. Carrion —Resistance to acid 5, cold 5, electricity 5, and sonic 5. wretches resemble undead but, in reality, are extraplanar —Immunity to paralysis, petrification, polymorph, creatures that look like dark shadowy vultures in their poison, stunning, disease, and death effects. natural forms. On the material plane, they take on ghastly —Immunity to all mind-affecting effects (charms, reflections of their true natures. Carrion wretches are also compulsions, phantasms, patterns, and morale effects). known as scavenger demons, because when left to their —Not subject to critical hits, nonlethal damage, ability own devices, they prefer to flock around battlefields and drain, or energy drain. Immune to damage to its physical sites of death and ruin, picking through the bodies. ability scores (Strength, Dexterity and Constitution), as Carrion wretches speak Abyssal and understand well as to fatigue and exhaustion effects. Common. —Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Strategies and Tactics —Smite Law (Su) Once per day, the wretch can make a Carrion wretches concentrate their attacks on flightless normal melee attack to deal extra damage equal to its HD opponents by swooping down and using their claws. When total (maximum of +20) to a lawful foe. confronted with stronger or faster opponents, they use their vicious beak attack and attempt to slow the opponent Carrion Wretch down with their Dexterity drain. Carrion wretches are This is a skeletal turkey vulture, wing feathers intact, whose often found in groups and make good use of their numbers eye sockets are lit with red-orange light. Its bones and gristle in combat. are clearly visible, bleached and yellowed. Human skeletal parts seem to have been added to it to make it larger and Cedar Wretch more gruesome. This creature looks like a dead evergreen tree animated by an evil force. Its foliage and branches are dry and brittle, and Carrion Wretch CR 2 its trunk is dotted with knotholes and lumps that give off a Always CE Medium outsider (chaotic, extraplanar, wretch) red-orange light. Init +3; Senses darkvision 60 ft.; Listen +1, Spot +8

10  Chapter One Cedar Wretch CR 4 Cedar wretches can move Always CE Large outsider from place to place, but they do (chaotic, extraplanar, so rarely to maintain the illusion wretch) of normalcy. Large stands of cedar Init +2; Senses blindsight 60 wretches hide alongside real trees ft.; Listen —, Spot — and in forests, but their extraplanar AC 19, touch 11, flat-footed 17 natures are anathema to plant life (+2 Dex, +8 natural, –1 size) and nearby trees tend to wither and hp 45 (6 HD); DR 5/slashing die after long exposure. Immune visual effects (including Cedar wretches cannot speak or gaze attacks and illusions hear to understand other languages. requiring sight); wretch They communicate with each other by traits touch, passing along basic concepts. Resist acid 10, cold 10, electricity 10, sonic 10 Strategies and Tactics Fort +8, Ref +7, Will +4 Cedar wretches typically wait until their opponents Weakness vulnerability to fire have come within reach of their branches and Spd 30 ft. then lash out viciously. They are unable to see or Melee* 6 slams +6 each (1d8+6) hear, relying on mystical senses to detect *Includes adjustments for a their targets. Groups of cedar 2-point Power Attack wretches try to surround their Space 10 ft.; Reach 10 ft. opponents, taking turns to move Base Atk +5; Grp +13 into position, while others make Atk Options Combat Reflexes, full attacks. Despite their fire improved grab, Improved Sunder, vulnerability, cedar wretches will not flee from Power Attack, smite law 1/day (+6 damage) flaming attacks, because they know their combustion will Abilities Str 19, Dex 14, Con 17, Int 6, Wis 8, Cha 6 deal significant damage to their enemies. SQ combustion, wretch traits Feats Combat Reflexes, Improved Sunder, Power Attack Sand Wretch Skills Escape Artist +11, Hide +7, Intimidate +7, This is a man-sized whirlwind of sand and dust with Knowledge (the planes) +7, Move Silently +11, Survival reddish-orange light radiating from within to give the +8 illusion of eyes and mouth. Environment The Abyss Organization Solitary, band (3-6), or mob (7-12) Sand Wretch CR 3 Treasure None Always CE Medium outsider (chaotic, extraplanar, wretch) Advancement 7-12 HD (Large), 13-18 HD (Huge); Level Init +4; Senses darkvision 60 ft.; Listen –1, Spot +7 Adjustment — Languages Abyssal, understands Common Combustion (Ex) When a cedar wretch is killed by fire AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural); damage, it is rapidly consumed by the flames and Dodge releases considerable heat. The death throes of a hp 32 (5 HD); DR 5/magic burning cedar wretch deal 6d6 points of fire damage to Immune wretch traits everything within 10 feet of the creature for one round. Resist acid 10, cold 10, electricity 10, sonic 10 A DC 15 Reflex save halves the damage. The save DC is Fort +6, Ref +8, Will +3 Constitution-based. Weakness vulnerability to water Improved Grab (Ex) To use this ability, a cedar wretch Spd 50 ft. must hit a creature at least one size smaller than itself Melee slam +6 (1d6+1) with two or more slam attacks. It may then attempt to Space 5 ft.;Reach 5 ft. start a grapple as a free action without provoking an Base Atk +5; Grp +6 attack of opportunity. If it wins the grapple check, it Atk Options blinding, Combat Reflexes establishes a hold and can automatically inflict slam Special Actions whirlwind damage. A cedar wretch can attempt a grapple with Abilities Str 13, Dex 19, Con 14, Int 5, Wis 9, Cha 7 only one slam attack, but it does so at a –20 to its SQ wretch traits grapple check. Feats Combat Reflexes, Dodge Skills Intimidate +6, Knowledge (the planes) +5, Search +5, Cedar wretches are hateful spirits drawn from the Abyss to Spot +7, Survival +7 inhabit the husks of trees. A cedar wretch can usually pass Environment The Abyss itself off as a dead or dying tree, but when active, its evil Organization Solitary, band (3-6), or mob (7-12) nature reveals itself. The creature emanates a horrid light, Treasure None and its branches and trunk twist and move with purpose. Advancement 6-10 HD (Medium), 11-15 HD (Large);

Monsters of Krynn  11 Level Adjustment — Blinding (Ex) A sand wretch who scores a critical hit with Sand wretches are turbulent spirits from deep within the its slam attack has blinded its opponent (DC Abyss that manifest as whirlwinds of sand on the material 15 Fortitude save to resist). The save DC plane. A sand wretch looks like a fiendish dust devil, is Strength-based and includes a +2 a cone of whirling dust and particles formed out of racial bonus. The blindness lasts loose dirt and earth, appearing primarily in arid for 1 hour or until the character regions. Sand wretches have no means spends a full round flushing of disguising their true natures and are their eyes and face with water. not prone to subtlety. When free-willed Vulnerability to Water: Sand or not otherwise directed, they race wretches take damage across deserts and plains in bands, a from exposure to water. A danger to anything in their path. flask of water inflicts 2d4 Sand wretches speak Abyssal and damage to a sand wretch, can understand Common. much as holy water causes damage to undead. A Strategies and Tactics sand wretch caught in a Sand wretches prefer to attack in groups, rainstorm takes 2d4 points of overwhelming their opponents with their damage per round or 2d8 points numbers. However, even a solitary sand if the rain is a downpour. A sand wretch is dangerous, using its wretch that is immersed in water is abilities to blind and knock instantly slain. Sand wretches who down an enemy. A sand wretch attempt to cross bodies of water is extremely vulnerable to take 2d4 points of damage water-based attacks and will for every 5 feet of water they avoid water at any cost. In move across; therefore, they situations where it faces an typically avoid doing so. opponent armed with A creature with the water abilities or spells, a elemental (water) sand wretch will typically type that attacks a sand flee. wretch inflicts double damage. Whirlwind (Ex) A sand wretch’s natural form is a whirling Child of the Sea funnel of sand particles. A sand wretch does not draw Children of the sea are members of a rare and mysterious an attack of opportunity when moving, even if it enters race of aquatic faerie folk who rely on surface dwellers to another character’s space. A sand wretch that enters the produce children. They tend to be more numerous along space of an opponent of size Small or less (or Medium, the coastlines of Taladas, though their kind can be found if the sand wretch is Large) may inflict damage on the anywhere there are seaside settlements of humans and opponent or lift them from the ground, trapping them other land-dwelling races. in the whirlwind. The opponent must succeed at a DC Sages have suggested that perhaps the children of the 15 Reflex save or take 1d6 points of damage from the sea merely represent an aquatic bloodline that has its roots force of the spinning cloud. If the opponent succeeds, in interbreeding between merfolk or sirines and humans. the sand wretch is forced back out of the creature’s Certainly the children of the sea have distinctly oceanic space. If the opponent fails, he takes the listed damage traits like other aquatic races: pale blue or green-tinted and must then succeed at a second DC 15 Reflex save sea or hair, webbed fingers, and large eyes. These traits are or be caught within the whirlwind. The DC is Strength- not consistent and not as obvious, so the origins of these based and includes a +2 racial bonus. Trapped creatures reclusive folk remains a mystery. take damage every round they are in the whirlwind and Children of the sea cannot produce children with each can only move where the sand wretch takes them. They other, only with humans or other land-dwelling races. They suffer a –4 penalty to Dexterity checks, a –2 to all attack prefer humans, although kender and elven children have rolls, and must succeed at a Concentration check (DC been reported, the latter usually ending up in communities 15 + spell level) to cast a spell; otherwise they are able of Dimernesti. The child of the sea parent will leave the to act freely. Trapped creatures may make DC 15 Reflex baby with a land-dwelling family, trusting in the infant’s saves each round to free themselves (including the instincts and the parents’ ability to care for it. As it matures, Dexterity penalty). Flying creatures gain a +2 bonus. the child develops its various aquatic traits and abilities, Success means the creature takes damage but is no until it reaches adulthood and leaves its surface family for longer trapped. If the sand wretch is killed, any trapped the ocean. Rarely, a child of the sea will return to the land, creature is immediately freed. Trapped creatures may either out of loneliness or because it seeks to return the attack the sand wretch from within, at the listed attack favor of its parents and protect them. Most never see their penalty, with natural or light weapons. surface family again.

12  Chapter One Children of the sea who are abused or abandoned SQ amphibious by their surface family sometimes become accanta. An Feats Improved Initiative, Self-Sufficient, Spell Focus accantus is a child of the sea who has become twisted with (enchantment) anger and resentment as a youth and is a danger to all life. Skills Concentration +6, Heal +6, Knowledge (nature) +2, Other children of the sea who learn of the existence of Swim +10, Survival +6* an accantus will seek it out in the vain hope that it can be Possessions scale shirt, dagger rehabilitated or, at the very least, taken to a place where it Environment Aquatic cannot harm others. Organization Solitary Treasure Standard (including possessions) Sample Child of the Sea Advancement by character class; Level Adjustment +2 This is a human female with vaguely aquatic traits: large Amphibious (Ex) Marencetta can breathe both air and blue-green eyes, skin with faintly bluish undertones, water and survive indefinitely on land. somewhat webbed fingers, and a thin mouth. She is dressed Skills Marencetta has a +8 racial bonus on any Swim check in a sleeveless fish-scale tunic, green leggings, and has her to perform some special action or avoid a hazard. She hair in a net. She is barefoot. can always take 10 on a Swim check, even if distracted Here is an example child of the sea that uses a human or endangered. She can use the run action while mystic 3 as the base creature. swimming, provided she swims in a straight line. Marencetta has a +10 racial bonus on Survival checks Marencetta, Child of the Sea CR 4 when predicting the weather. Female child of the sea human mystic 3 of Water NG Medium fey (aquatic, augmented humanoid) Marencetta is a beautiful yet shy individual blessed with Init +6; Senses low-light vision; Listen +2, Spot +2 remarkable abilities and a deep, compassionate love of Languages Abanasinian, Common the sea. Her aquatic heritage is visible, though not so AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex) distinctive that she cannot pass among humans as one of hp 23 (3 HD) their own. Marencetta aids those in need, never passing up Fort +5, Ref +2, Will +5 an opportunity to assist those who need someone with her Spd 30 ft.; swim 40 ft. unique qualities. Melee dagger +1 Marencetta grew (1d4–1/19-20) up along the shores Space 5 ft.; Reach 5 ft. of the New Sea in Base Atk +2; Grp +1 a fishing village Mystic Spells Known near Crossing. (CL 3rd, +1 melee Her mother was touch, +3 ranged a fisherman’s wife touch) whose husband 1st (6/day)—bless died in a storm. water, cure light In her loneliness, wounds (DC Marencetta’s 13), obscuring mother turned to mistD, sanctuary a mysterious sailor (DC 13) with wide sea- 0 (6/day)—create green eyes and fell water, cure in love. Soon after, minor wounds Marencetta was (DC 12), detect conceived. However, poison, purify the sailor soon food and drink, vanished, leaving virtue Marencetta’s mother D: Domain spell. alone to take care of Domain: Water the child. Spell-Like Abilities During the years (CL 3rd) before the War of 3/day—calm Souls, Marencetta animals* (DC matured and felt 12), summon the pull of the sea. nature’s ally I* She resisted, hoping 1/day—control water, summon nature’s ally II* to take care of her ailing mother. A seagoing mystic from * aquatic creatures only a passenger vessel that docked at Crossing recognized Abilities Str 8, Dex 13, Con 14, Int 10, Wis 15, Cha 12 potential in Marencetta and taught her to draw upon

Monsters of Krynn  13 the spark within her soul that resonated with the waves. Hit Dice and gains the normal amount of skill points for Thanking him for his gift, she spent the remaining years its class levels. Treat skills from the base creature’s list as of her mother’s life helping the people of Crossing against class skills and other skills as cross-class. various threats from Dark Knights and the Dragon A child of the sea has a +8 racial bonus on any Swim Overlords. check to perform some special action or avoid a hazard. Marencetta’s mother died shortly after the War of Souls It can always take 10 on a Swim check, even if distracted and the return of the gods, and Marencetta left Crossing or endangered. It can use the run action while swimming, with a heavy heart. She returned to the waves and now provided it swims in a straight line. travels in search of others like herself, most especially her *A child of the sea has a +10 racial bonus on Survival father. checks when trying to predict the weather. Environment: Change to aquatic. Strategies and Tactics Challenge Rating: Same as base creature +1. Marencetta isn’t much of a fighter. In battle, she relies on Alignment: As base creature. her protective and defensive spells. She avoids getting into Level Adjustment: Same as base creature +2. a situation where she is out of her depth, so to speak. Accantus Children of the Sea Soceity An accantus is a child of the sea who was abused as a Children of the sea have no true society, raised among youth and whose aquatic traits grew twisted, bound up in land-dwellers and leaving for a life of solitude upon rage and resentment. Such a creature looks like any other reaching maturity. Those few children of the sea who child of the sea but has additional powers fueled by its return to the land for a short time find themselves tainted nature. Accanta can assume a watery form and are outsiders even among the communities of their land- capable of summoning water elementals as servants. They dwelling parent, despite their ability to blend in. When are dangerous and wild creatures. children of the sea encounter others of their kind, they are sometimes overcome with great happiness, yet they are Sample Accantus also painfully aware that they have little else in common. This creature resembles a humanoid composed of water, Truly, they are a lonely race. rather than flesh and bone. Its features are twisted into an angry grimace, and its arms have become watery tentacle- Creating a Child of the Sea like limbs that lash around, trailing droplets. “Child of the sea” is an inherited template that can be This accantus uses a human mariner 6/fighter 2 as the added to any non-aquatic humanoid creature (referred to base creature. hereafter as the base creature). A child of the sea uses all the base creature’s statistics Turim Villacosta CR 10 and special abilities except as noted here. Male accantus civilized human mariner 6/fighter 2 Size and Type: The creature’s type changes to fey LE Medium fey (aquatic) (aquatic). Do not recalculate the creature’s Hit Dice, base Legends of the Twins (mariner class) attack bonus, or saves. Size is unchanged. Init +6; Senses low-light vision; Listen +2, Spot +13 Speed: The child of the sea gains a swim speed equal to Languages Common, Ergot its land speed +10. AC 15, touch 12, flat-footed 13; back-to-back +1, Dodge, Armor Class: As base creature. Mobility Special Qualities: A child of the sea retains all the hp 57 (8 HD) special qualities of the base creature and gains the Fort +11, Ref +8, Will +3 following special qualities: Spd 30 ft.; swim 40 ft. —Amphibious (Ex) A child of the sea can breathe both Melee +1 rapier +12 (1d6+4/17-20) air and water. Base Atk +8; Grp +11 —Low-Light Vision (Ex) A child of the sea can see four Atk Options dirty strike +2d4, Spring Attack, Whirlwind times as far as a human in starlight, moonlight, torchlight Attack and similar conditions of shadowy illumination. Special Actions summon water elemental 1/day (8 rounds) Spell-Like Abilities: 3/day—calm animals (aquatic Spell-Like Abilities (CL 8th) creatures only), summon nature’s ally I (aquatic creatures 3/day—calm animals* (DC 12), summon nature’s ally I* only); 1/day—control water, summon nature’s ally II 1/day—control water, summon nature’s ally II* (aquatic creatures only). Caster level is equal to character * aquatic creatures only level. Abilities Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 6 Abilities: Increase from the base creature as follows: SQ sailor lore, seamanship +2 Con +2, Cha –2. Feats Alertness, Dodge, Improved DisarmB, Improved Skills: A child of the sea gains skill points as a fey and ExpertiseB, Improved InitiativeB, Mobility, Spring has skill points equal to (6 + Int modifier) x (HD +3). Do Attack, Whirlwind AttackB not include Hit Dice from class levels in this calculation— Skills Balance +11, Climb +10 (+12 using ropes), Gather the child of the sea gains fey skill points only for its racial Information +5, Intimidate +6, Jump +10, Knowledge

14  Chapter One (local) +7, Knowledge (nature) +9, Listen +2, necessarily reveal true information, as much of the Profession (sailor) +9, Spot +13, Survival +8 (+10 in time Turim heard it from someone who heard it from a above ground natural environments, +20 predicting friend, who heard it from a guy, etc. He may not take 10 weather), Swim +22, Tumble +15, Use Rope +7 or 20 on this check; this sort of knowledge is essentially Possessions mwk studded leather, +1 rapier, mwk dagger, random. cloak of resistance +1 Seamanship (Ex) Turim gains a +2 competence bonus to Environment Aquatic all Balance, Climb, and Profession (sailor) checks. Organization Solitary Summon Elemental (Sp) Once per day, Turim Treasure Standard (including can summon a Small water elemental for possessions) 8 rounds. The elemental obeys Turim’s Advancement by character class; Level commands for the duration, including Adjustment +2 fighting for him. Amphibious (Ex) Turim can breathe both air and water and survive Turim is a tall, dark-skinned man indefinitely on land. with large eyes and slightly pointed Back-to-Back (Ex) Whenever Turim ears. He could be mistaken for a half- is adjacent to an ally and using , though his features are far from the fighting defensively or total comely. He the scars of many defense combat options, he gains battles; a struggle with a sea dragon a +1 dodge bonus to his AC. He left one half of his body horribly loses this bonus if he is denied his burned and blistered. Dexterity bonus to AC or if Turim Turim is the child of a sirine and or the ally moves more than 5 ft. an Ergothian sailor, whose mother away. was killed when he was an infant. Dirty Strike (Ex) Turim may choose Raised by a wet nurse in a pirate’s to make a single melee attack cove in Saifhum, Turim never on his turn as a full round found acceptance. He fought and action that deals an additional murdered his way to the captain’s 2d4 points of damage. The chair; he now leads a crew of additional damage caused by ferocious and bloodthirsty mariners a dirty strike is the same kind of on his ship, the Sea Hag. damage as the weapon used in the attack. This ability has no effect on creatures without a discernable Strategies and Tactics anatomy or are immune to critical hits, such as Turim usually joins a battle in his normal human form, constructs, oozes, plants, or undead. Additional damage saving his wrathful accantus transformation for when he from a dirty strike is not multiplied if Turim scores a is certain he can spare a round to make the change. His successful critical hit. crew are used to his abilities and take their cue from him, Liquid Form (Su) Once an hour, as a full round action, surrounding opponents to keep them from reaching Turim Turim can transform himself into a creature composed as he changes. Once in accantus form, Turim surges in and entirely of water. Turim can only maintain this form for slams his foes, shrugging off most sword thrusts. 14 rounds before he becomes fatigued and must revert to his natural state. This fatigue lasts for an hour, after Creating an Accantus which point he can transform himself again. In this “Accantus” is an inherited template that may only be form, his statistics change as follows: used upon humanoids with the child of the sea template DR 5/slashing (herafter known as the “base creature”) of non-good Immune critical hits, paralysis, polymorph, sneak alignments. Apply the child of the sea template first, then attack modify based on these traits: Resist acid 10, fire 10 Special Attacks: An accantus retains all the special Weakness vulnerability to cold, electricity attacks of the base creature and gains the following special Melee slam +11 (1d8+4) attack. Skills Escape Artist +12 —Summon Elemental (Sp) Once per day, an accantus Quench (Su) Turim has the ability to douse any open can summon a Small water elemental for a number of non-magical flame of Large size or smaller he rounds equal to its character level. The elemental will touches. He can also dispel any magical fire he obey the accantus’ commands for the duration, including touches as dispel magic (CL 8th) fighting for it. Sailor Lore (Ex) Turim may make a special sailor lore Special Qualities: An accantus has all the special check at a +5 to see whether he knows some relevant qualities of a child of the sea, in addition to the following: information about local people or history, far away —Liquid Form (Su) Once an hour, as a full round places, or strange superstitions. This check will not action, an accantus can transform itself into a creature

Monsters of Krynn  15 composed entirely of water. The accantus can only Space 10 ft.; Reach 10 ft. maintain this form for as many rounds as its Constitution Base Atk +15; Grp +29 score before it becomes fatigued and must revert to its Atk Options Awesome Blow, Cleave, Great Cleave, natural state. This fatigue lasts for an hour, after which Improved Bull Rush, Power Attack point it can transform itself again. In this form, it gains the Special Actions paralyzing gaze, roar following: Spell-Like Abilities (CL 15th, +24 melee touch, +17 ranged —Damage reduction 5/slashing. touch) —A slam attack that does 1d8 points of damage plus At will—detect law, magic circle against law Strength bonus x 1.5. 3/day—call lightning storm (DC 20), chaos hammer —Ability to douse any open non-magical flame of (DC 19), stinking cloud (DC 18), summon wretch Large size or smaller it touches, and dispel any magical fire (see below), teleport it touches as dispel magic (caster level equals the accantus’ 1/day—control weather, greater teleport, meteor swarm HD). (DC 24, see below), reverse gravity (DC 22) —+10 racial bonus to Escape Artist checks. Abilities Str 31, Dex 16, Con 22, Int 19, Wis 17, Cha 21 —Resistance to acid 10 and fire 10. SQ summon wretch —Vulnerability to cold and electricity. Feats Awesome Blow, Cleave, Great Cleave, Improved Bull —Immune to critical hits, sneak attacks, paralysis and Rush, Improved Critical (bite), Power Attack polymorph spells and spell-like abilities. Skills Concentration +24, Intimidate +23, Jump +28, Challenge Rating: As child of the sea +1. Knowledge (arcana) +22, Knowledge (religion) +22, Level Adjustment: As child of the sea +1. Knowledge (the planes) +22, Listen +21, Search +22, Sense Motive +21, Spot +21, Spellcraft +22, Use Magic Daemonlord Device +23 This is a brutish giant with demonic features clad in thick, Environment The Abyss blackened leather armor. Its head is bald and ringed with Organization Solitary or cult (1 daemonlord, 2-12 daemon black horns. Its ears are pointed, and it has flabby jowls and warriors, 3-30 chaos wretches) deep-set piggy eyes lit with red-orange light. Curved plates Treasure Standard of armor protect its shoulders, elbows, and knees, and its Advancement 16-20 HD (Huge); 21-45 HD (Gargantuan); thick, stubby fingers end in hook-like black talons. The giant’s Level Adjustment — mouth is open in a roar, showing pointed black teeth like a Meteor Swarm (Sp) The daemonlord can combine an shark’s. individual meteor with its summon wretch ability to bring forth chaos wretches wherever the meteor lands. Daemonlord CR 15 Using meteor swarm in this way uses up one of the Always CE Large outsider (chaotic, evil, extraplanar) daemonlord’s three daily summons. Init +3; Senses darkvision 120 ft., low-light vision; Listen Paralyzing Gaze (Su) Range 30 feet, Will DC 22, paralysis +21, Spot +21 2d6 rounds. The save DC is Charisma-based. Aura unnatural aura (150 ft. radius) Languages Abyssal, Common, Draconic, Ignan, Infernal Regeneration AC 28, touch 12, flat- (Su) Damage footed 25 (+3 Dex, from a divine +16 natural, –1 source (including size) clerical hp 157 (15 HD); regeneration 10; DR 15/lawful or magic Immune acid, paralysis, poison, sleep Resist cold 20, electricity 20, fire 20; SR 25 Fort +15, Ref +12, Will +12 Spd 30 ft.; fly 60 ft. (average) Melee* 2 claws +20 each (2d6+14) and bite +15 (3d6+9/19-20) or Melee* claw +16 (2d6+14 plus 10 ft. knockback, Reflex DC [damage dealt], Medium or smaller) with Awesome Blow *Includes adjustments for a 4-point Power Attack

16  Chapter One spells and a paladin’s smite ability) deals normal range will use call lightning storm or chaos hammer from a damage to that daemonlord. In addition, any individual distance, but usually chooses to close in. who witnesses the summoning of a daemonlord from Because a daemonlord’s regeneration can be bypassed the Abyss deals normal damage to a daemonlord, by those who have seen it summoned to Krynn, if the effectively ignoring its regeneration ability. If a creature knows that an individual was such a witness, daemonlord loses a limb or body part, the missing it will stop at nothing to eliminate him. Otherwise, portion regrows in 3d6 minutes. A daemonlord can daemonlords have little to fear from their opponents and reattach a severed limb instantly by holding it to the will boast, swagger, and bully them with great confidence. stump. A daemonlord’s natural weapons, as well as any Roar (Su) A daemonlord can roar once every 1d4 rounds. weapons it wields, are treated as chaotic-aligned and evil- Each roar releases a blast in a 60 ft. cone that deafens all aligned for the purposes of overcoming damage reduction. those within the cone’s area (Fort DC 22 negates). The save DC is Charisma-based. Summoning a Daemonlord Summon Wretch (Sp) Three times a day, a daemonlord Daemonlords appear on Krynn through the use of a can automatically summon 4d10 carrion wretches, series of rituals that involve the sacrifice of at least a 3d8 cedar wretches, or 3d6 sand wretches, providing it dozen humanoid victims and the casting of a greater has the raw materials present (corpses, trees, and sand planar ally spell, often from an item specifically designed respectively). The daemonlord can also summon them for this purpose. Other means are possible, such as long- at great range in combination with its meteor swarm forgotten summoning chambers, the actions of crazed ability (see above). This ability is the equivalent of an Chaos cultists or daemon warriors, or even opening an 8th-level spell. iron flask. Whoever is present when a daemonlord is Unnatural Aura (Su) Animals, whether wild or summoned, however, is the daemonlord’s first target. It will domesticated, can sense the unnatural presence of immediately attempt to kill all who witnessed the event, as a daemonlord at a distance of 150 ft. They will not they will be the only individuals who can seriously harm it. willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are Daemon Warrior within range. A daemonlord’s unnatural aura also This is a seven-foot tall humanoid creature with a causes food and drink within 150 ft. to become spoiled. nightmarish face like that of a . It is dressed from Food and drink of a magical nature (including potions) head to toe in glossy black plate armor, with spikes and barbs are allowed a saving throw (DC 22) to avoid this effect. at the joints and shoulders and ringing its open-faced helmet. The save DC is Charisma-based. It carries an enormous two-handed sword. Its eyes shine with a reddish-orange light. A daemonlord is a powerful emissary of Chaos, a brutish member of a vile race long trapped in the bowels of the Daemon Warrior CR 4 Abyss. Charged with chaotic energies and summoned Always CE Medium undead (chaotic, evil, extraplanar) through blasphemous rituals, the appearance of a Init +4; Senses darkvision 60 ft.; Listen +9, Spot +9 daemonlord on Krynn always heralds a period of disaster, Aura fear aura (30 ft. radius, fear [as spell], Will DC 16) catastrophe, and ruin. Languages Common, Infernal A daemonlord always appears as a giant, hulking figure, AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural) over 12 feet tall, encased in armor. Its black teeth, horns, hp 32 (5 HD); DR 10/lawful or magic and claws are all incredibly hard and sharp. Daemonlords Immune fire; undead traits have individual tastes and desires, all of them obscene and SR 12 tending toward the violent. They are supremely confident Fort +1, Ref +5, Will +5 in their own ability to cause destruction and relish in the Weakness daemon warrior weaknesses opportunity to do so. Because they are summoned and do Spd 30 ft.; fly 60 ft. (perfect) not naturally appear on Krynn, their presence is usually Melee 2 claws +5 each (1d8+3) and bite +0 (1d6+1) or marked by foul weather, spoiled food and drink, and Melee greatsword +5 melee (2d6+4/19-20) and bite +0 random occurances. (1d6+1) Daemonlords speak Abyssal, Common, Draconic, Space 5 ft.;Reach 5 ft. Ignan, and Infernal. They do not make a point of learning Base Atk +2; Grp +5 many other languages, as their sole purpose is to cause Atk Options Combat Reflexes, smite law 2/day (+2 atk, +5 widespread destruction and chaos. damage) Abilities Str 17, Dex 19, Con —, Int 13, Wis 13, Cha 15 Strategies and Tactics SQ death throes, +4 turn resistance A daemonlord is a frightening opponent that delights Feats Combat Reflexes, Mounted Combat in clawing and biting its foes. Daemonlords typically Skills Intimidate +10, Listen +9, Ride +12, Search +9, Spot summon aid in the form of chaos wretches to deal with +9 any minor opponents, singling out tougher opponents Possessions greatsword for melee combat. A daemonlord encountered at longer Environment The Abyss

Monsters of Krynn  17 Organization Squad (2-5), patrol (6-10), or horde (11-20) do not communicate with anyone but each other or their Treasure Standard (including possessions) fire dragon mounts, having no need to express themselves Advancement 6-10 HD (Medium), 11-15 HD (Large); to those they intend to slay. Level Adjustment — Death Throes (Su) A daemon warrior that is reduced Strategies and Tactics to 0 hit points or less immediately explodes, dealing A daemon warrior’s existence is devoted to spreading 5d6 points of fire damage to all creatures within 5 terror and destruction in the name of Chaos. Though feet. Affected creatures can attempt a DC 14 Reflex usually found in groups, they abhor organization and order save to take half damage. This blast also destroys the and have little to no tactical discipline. Daemon warriors weapon used to deal the killing blow, if any. Magical rush in to combat, slaying anyone they come across, often weapons are allowed a saving throw (DC 14) to negate disengaging at random to deal a blow to another foe. this effect. If the killing blow was a natural weapon or Daemon warriors are sometimes encountered riding unarmed attack, the creature who delivered it takes half young adult or older fire dragons as mounts. These fire again as much fire damage from the explosion unless dragons act in accordance with Chaos’ wishes and have no it succeeded its saving throw, in which case it takes real loyalty to their riders. normal damage. A daemon warrior’s natural weapons, as well as any Fear Aura (Su) Daemon warriors constantly manifest weapons it wields, are treated as chaotic-aligned and evil- the traits and features of their opponent’s worst aligned for the purposes of overcoming damage nightmares. Creatures within 30 feet reduction. who look at the daemon warrior must succeed on a DC 16 Will save or be Daemon Warrior Weaknesses affected as though by Blessed Weapons: Any character who a fear spell cast by a is the subject of a bless spell, or whose 5th-level sorcerer. weapon has been the target of a bless A creature that weapon spell, automatically scores a successfully saves cannot critical threat on a daemon warrior if be affected again by the same he hits, regardless of the weapon’s daemon warrior’s fear aura threat range. The critical multiplier for 24 hours. The save DC is of the weapon improves by one Charisma-based and has a (x2 becomes x3, x3 becomes x4, +2 racial bonus. etc). Aligned weapons with the Smite Law (Su) Twice a day, axiomatic, holy, or unholy qualities a daemon warrior can make are also considered blessed weapons a normal melee attack against for these purposes. If a daemon a lawful foe. The daemon warrior warrior is killed by an attack adds its Charisma bonus to its attack with one of these weapons, it still roll and deals an additional point of explodes in flames, and the weapon damage per Hit Die. may be destroyed. Holy Water: Holy water deals Daemon warriors are the soldiers of Chaos, twice as many points of damage to a created by the mad god from the souls of the daemon warrior as it does to standard dead trapped in torment within the Abyss. undead (4d4 on a direct hit or 2 points if A daemon warrior’s natural form is a within 5 feet). frightening gargoyle-like creature Medallions of Faith: A cleric’s with fangs, claws, and armor that medallion of faith is a potent seems bonded to its gray, lifeless weapon against a daemon skin. However, when seen, they warrior. If a cleric with a tend to shift and change, acquiring medallion of faith is in favor certain features out of the with her deity (does not need minds of those who look upon atonement, gains spells, etc.) she them. Whatever form may attempt a melee touch they manifest, a daemon attack against the daemon warrior’s eyes glow with warrior with the medallion. a blasphemous reddish- A successful attack deals 1d6 orange light, and it moves points of damage per cleric with an uncanny grace and level, bypassing damage speed. reduction. If the attack was a Daemon warriors speak critical hit, this damage Common and Infernal. They is doubled. The medallion

18  Chapter One of faith is destroyed in the process. Sword knights, Skull were twisted into foul mockeries of their former selves: knights, and other characters with clerical powers who their skin became a dark coal gray; their eyes lost all color; possess medallions of faith may also attempt this attack. talons sprang from their fingers. Sable quickly found Daemon warriors who are destroyed this way do not that this disease was limited to this small segment of the explode in flames; they simply become a pile of ash. population, and even crossbreeds of such creatures, such as Raise Dead: Because daemon warriors are culled from half-elves and half-ogres, were immune to its effects. the souls of once-living beings, it is possible to free them Sable posted her dark thralls at various intersections of Chaos’ torment. If a raise dead spell is cast on a daemon along the borders of her realm, using them as a deterrent warrior, it acts as a slay living spell on the creature, either to ward off adventurers. At any given time, a plague of dark killing it or dealing damage. Daemon warriors who are thralls has one “master” thrall with a few abilities beyond killed in this way do not explode in flames; they simply those possessed by the others, which are in turn called become a pile of ash. “servitor thralls.” Dark Thrall of Sample Dark Thrall of Onysablet This creature resembles a disheveled male elf with black- Onysablet gray skin. His mad eyes have turned a milky white color. His The dark thralls are twisted, diseased minions of the great fingers have lengthened and twisted into razor sharp claws. black dragon Onysablet. Known all across Ansalon for her This sample uses a 1st-level Silvanesti elf warrior as the perverted scientific mind, Sable’s swamp is host to a horde base creature. of unnatural creatures created by the Black for the sheer sake of sating her curiosity. Her dark thralls arose when the Silvanesti Dark Thrall CR 2 dragon decided to devise an alternate method for creating Male dark thrall of Onysablet Silvanesti elf warrior 1 spawn, one that did not require the constant use of magic Always CE Medium humanoid to propagate the transformation. Turning to science, Sable Init +3; Senses darkvision 60 ft., low-light vision; Listen +3, decided to create a highly infectious disease that would Spot +3 accomplish this goal. Languages Common, Elven; limited telepathy The experiment failed in that Sable was unable to create AC 17, touch 14, flat-footed 13 (+1 armor, +4 Dex, +2 any magical disease that would carry on the spawning. The natural) Black did, however, succeed in creating a completely new hp 10 (1 HD) and different form of servant. Called the dark thralls, hese Immune sleep creatures were Resist acid 10; +2 save against enchantment spells and once male effects humans, Fort +4, Ref +4, Will +1 elves, or Spd 30 ft. ogres Melee 2 claws +1 each (1d6 plus thrall fever) who Space 5 ft.;Reach 5 ft. Base Atk +1; Grp +1 Abilities Str 10, Dex 18, Con 15, Int 12, Wis 12, Cha 11 SQ Silvanesti traits Feats Toughness Skills Climb +4, Intimidate +4, Listen +3, Search +3, Spot +3, Swim +4 Possessions padded armor Environment New Swamp Organization Solitary, pack (2-10), or plague (11-30) Treasure Standard (including possessions) Advancement by character class; Favored Class wizard; Level Adjustment +3 Thrall Fever (Su) Supernatural disease—injury; Fort DC 13. Silvanesti Traits (Ex) Silvanesti elves have an immunity to sleep spells and effects, +2 on saves against enchantment effects, +1 racial bonus on Knowledge (arcana) and Spellcraft checks, and +2 racial bonus on Listen, Search, and Spot checks. Strategies and Tactics Dark thralls of Onysablet usually fight in packs, swarming about their enemies and tearing at them with their claws in the hopes of spreading the thrall

Monsters of Krynn  19 Females and Thrall Fever

lthough the female members of the three Approximately 5 months into the pregnancy, a 2-ft. Araces affected by thrall fever are immune to its long barbed worm bursts from her womb, dealing transformational effects, the disease can still exact 4d6 points of permanent Constitution damage. This a heavy toll on them. Any female elf, human, or worm is otherwise completely harmless to others ogre who contracts the disease ignores the standard and is unable to find nourishment once outside of rules for infection and cannot pass the disease on to its “mother’s” body, dying within a few days unless anyone else. Should she become pregnant, however, somehow taken care of magically. the disease causes the fetus to mutate horribly.

fever. They fight without any regard for their own life or if one dark thrall in a group (within range of the others’ well being, although if a stealthier alternative to infecting limited telepathy) is not flat-footed, none of them are. No enemies presents itself, the thralls will not hesitate to take dark thrall in a group is considered flanked unless all of it. them are. Abilities: Increase from the base creature as follows: Str Creating a Dark Thrall of Onysablet +2, Dex +2, Con +2. “Dark thrall of Onysablet” is an acquired template that can Environment: New Swamp. be added to any male human, elf, or ogre. A dark thrall of Organization: Solitary, pack (2-10), or plague (11-30). Onysablet uses all the base creature’s statistics and special Challenge Rating: Same as the base creature +2. abilities except as noted here. Alignment: Always chaotic evil. Armor Class: Natural armor improves by +2. Level Adjustment: +3. Attack: A dark thrall gains two claw attacks as its primary natural weapons. Master Thralls Full Attack: Dark thralls prefer to use their claw attacks Master thralls have all the same abilities as regular dark instead of arming themselves with weapons, as this allows thralls of Onysablet, save that the black dragon can directly them to spread the foul disease that creates more dark issue telepathic orders to any master thrall within the thralls. boundaries of New Swamp. Similarly, the master thralls Damage: Humans and elves turned into dark thralls can also issue telepathic orders to any dark thrall within deal 1d6 + Strength modifier in damage with their claw one mile of them. Master thralls are typically the initial attacks, and ogres deal 1d8 + Strength modifier. All claw carriers of thrall fever—those infected directly by Sable attacks expose the victims to the dark thrall’s disease. and later released to spread the disease. Should a master Special Attacks: A dark thrall retains all the special thrall die, the first servitor thrall it infected, or whichever attacks of the base creature and gains the following special has been infected the longest, gains the abilities of a master ability: thrall. Unlike standard thralls, master thralls cannot be —Disease (Su) A creature struck by a dark thrall’s claw reverted to their normal forms. attack must succeed on a Fortitude save with a DC equal to 10 + 1/2 dark thrall’s hit dice + dark thrall’s Con modifier Demon, Malrauthin or be struck with a disease known as “Thrall Fever.” The This four-legged monster is covered in a thick and scaly disease has an incubation time of two weeks, during which maroon hide, and the lower halves of its clawed forelegs any elf, human, or ogre exposed to a carrier can contract it have a volcanic appearance. A sickly yellow-white mane as an inhaled disease. At the end of this period, any male runs down its back, and a long spiny tail extends from its creature that has contracted the disease must succeed at haunches. another saving throw or automatically transform into a dark thrall of Onysablet. To eliminate thrall fever, remove Malrauthin CR 16 disease (requiring a DC 15 caster level check) or heal Always CE Huge outsider (chaotic, evil, extraplanar) must be cast on the victim. Creatures already transformed Init +10; Senses darkvision 60 ft.; Listen +21, Spot +21 cannot be changed back, except by spells such as limited Languages Abyssal, Celestial, Draconic; telepathy 100 ft. wish, wish, and miracle. AC 28, touch 14, flat-footed 22 (+6 Dex, +14 natural, –2 Special Qualities: A dark thrall retains all the special size) qualities of the base creature and gains the following hp 178 (17 HD); DR 15/cold iron and good special qualities: Immune acid, fire, poison —Darkvision 60 feet. Fort +16, Ref +16, Will +11 —Resistance to acid 10. Spd 50 ft. —Limited Telepathy (Su) All dark thralls within Melee* bite +18 (2d6+13 plus 2d6 fire plus burn) and 2 100 feet of each other are able to share sensations and claws +16 each (1d8+9 plus 2d6 fire plus burn) and tail perceptions. This gives them something of a hive mind; +16 (2d6+9 plus 2d6 fire plus burn)

20  Chapter One Level Adjustment — Breath Weapon (Su) 30 ft. cone, 3d6 Con damage, Reflex DC 24 half, once per hour. Opponents reduced to 0 Constitution by this breath weapon rise as bodaks on the next round. This is a negative energy effect. The save DC is Constitution-based. Burn (Ex) When a malrauthin hits with its natural weapons, the opponent must succeed on a DC 24 Reflex save or catch fire. The save DC is Constitution-based. The flame burns for 1d4 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame. Heat (Ex) A malrauthin’s body generates intense heat, dealing 2d6 points of fire damage to anyone who touches or is touched by the malrauthin. Putrefying Blood (Su) Whenever an opponent within 10 feet of the malrauthin deals damage to it with a slashing or piercing weapon, he must make a DC 24 Reflex save or take 1d4 points of Constitution damage as the malrauthin’s blood splatters him. Success negates all damage. A creature reduced to 0 *Includes adjustments for a 5-point Power Attack Constitution rises as a bodak on Space 15 ft.; Reach 10 ft. the next round. The save DC is Constitution-based. Base Atk +17; Grp +33 Atk Options Power Attack, Snatch Malrauthins are foul creatures of the Abyss who thrive on Special Actions breath weapon spreading undeath, a trait which has led many to suspect Spell-Like Abilities (CL 17th, +23 melee touch, +21 ranged Chemosh having a hand in their creation. touch) A malrauthin resembles an overgrown demonic attack At will—create undead, detect good, forbiddance (DC dog. This bestial and feral appearance hides an intelligence 22), protection from arrows (DC 18), shield that, though rudimentary for such a powerful demon, is 3/day—acid fog (DC 22), blasphemy (DC 23), fireball well above that of the average human. A malrauthin is (DC 19), greater teleport (self plus 50 pounds only), about 20 feet long and weighs about 6,000 pounds. horrid wilting (DC 24), unholy blight (DC 20), wail It is rare a malrauthin is seen on the material plane, of the banshee (DC 25) though powerful dark spellcasters will use them on Abilities Str 27, Dex 23, Con 22, Int 13, Wis 12, Cha 22 occasion through a gate or greater planar ally spell. SQ heat, putrefying blood Malrauthins speak Abyssal, Celestial, and Draconic. Feats Empower Spell-Like Ability (fireball), Improved Initiative, Multiattack, Power Attack, Quicken Spell- Strategies and Tactics Like Ability (unholy blight), Snatch Malrauthins start battle by targeting the creature that Skills Bluff +26, Climb +28, Escape Artist +26, Intimidate appears to be the most well-armed and biting at it in an +28, Jump +28, Knowledge (the planes) +21, Listen attempt to snatch it up. With the creature in its mouth, +21, Spot +21, Survival +21 (+23 when on other it will attempt to put some distance between itself and planes) any other foes and use its breath weapon—a foul caustic Environment The Abyss fluid that corrupts flesh and causes it to become gray and Organization Solitary or entourage (1 malrauthin and 2-6 lifeless. bodaks) A malrauthin’s natural weapons are treated as chaotic- Treasure None aligned and evil-aligned for the purpose of overcoming Advancement 18-34 HD (Huge), 35-51 HD (Gargantuan); damage reduction.

Monsters of Krynn  21 Disir The disir are a race of subterranean creatures known for their disgusting appearance and hateful disposition. Once believed to be native to the continent of Taladas, their reach apparently extends much further. Disir have been spotted in tribal groups near dwarven tunnels in Ansalon, and an offshoot of their race has begun to make its way to surface regions, preying upon unwary miners and engineers from the Vingaard Mountains to the Khalkists. This offshoot, the tyin, is in fact part of a concerted effort by the disir to adapt to the surface. So far, they have only been able to produce slow- witted tyin children, but the disir are a patient if fanatical race. Their time is coming. Disir mature through both a male and female phase throughout their lives. They hatch from eggs as larva-like young, develop into males, and within hp 32 (5 HD) ten years are grown adults. Half of these adult males will Resist fire 5 then transition into females, either entering into a breeding Fort +3, Ref +2, Will +4 cycle or becoming queens. Queens typically live for up to Weakness light sensitivity 60 years, males and brood females for 30 years. Spd 30 ft.; burrow 10 ft. Melee 2 claws +5 each (1d6+2 plus poison) and bite +3 True Disir (1d8+1 plus poison) This man-sized humanoid’s rubbery flesh is pasty green- Space 5 ft.;Reach 5 ft. white, and uneven areas of its body sprout a darker colored Base Atk +3; Grp +5 chitinous shell. The pores of its body ooze a green jelly- Abilities Str 14, Dex 12, Con 14, Int 13, Wis 11, Cha 7 like substance polluted with black specks of dirt. It stands SQ disir traits hunched over, arms raised before it like that of a praying Feats Alertness, Multiattack mantis, displaying wicked claws. Its head is similarly insect- Skills Climb +6, Escape Artist +9, Hide +5, Listen +6, like, though fleshy with wet jowls around its cheeks and neck. Move Silently +5, Spot +6, Survival +4 Its lower jaw juts out from its skull with tusks and a long, Environment Underground rasp-like tongue. Organization Solitary, band (2-8), or tribe (10-50 plus 50% noncombatants, 2-4 3rd-level elite males, 1-6 tyin, 1 Disir, True CR 3 5th-level cleric of Morgion, and 1 8th-level queen) Usually LE Medium aberration Treasure Double goods and items Init +1; Senses darkvision 60 ft.; Listen +6, Spot +6 Advancement by character class; Favored Class fighter; Languages Common, Dis Level Adjustment +2 AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural) Light Sensitivity (Ex) True disir are dazzled in bright

22  Chapter One sunlight or in the radius of a daylight spell. Treasure None Poison (Ex) Injury; Fort DC 14; 1d6 Dex/2d6 Dex. Advancement 5-8 HD (Large), 9-12 HD (Huge); Level Resistance to Fire (Ex) True disir exude a coating of Adjustment +2 slime and ooze. This slime makes the disir’s attacks Acid Spit (Ex) Three times a day, a tyin can spit a glob of poisonous, but it also provides resistance to fire 5. caustic mucus at an opponent as a ranged touch attack Skills: A true disir’s slimy coating grants it a +8 racial that deals 1d6 points of acid damage. This attack has a bonus to Escape Artist checks. range of 10 feet and has no range increment. The spittle is adhesive and continues to deal damage for 1d4+1 The true disir make up the bulk of their race, the rounds, unless the opponent takes a full round action unmutated members of the species. This is something of a to douse the affected location with at least one gallon of misnomer, as even the true disir show signs of mutation. water. Their bodies are partially covered in a scaly carapace Poison (Ex) Injury; Fort DC 14; 1d6 Dex/2d6 Dex. Only through which loose, oozing sections of rubbery skin are the tyin’s bite is poisonous. visible, and the size and shape of these plates varies from Resistance to Fire (Ex) Tyin exude a coating of slime and individual to individual. What the true disir originally ooze. This slime makes the tyin’s attacks poisonous, but were, in the distant past, can no longer be determined, it also provides resistance to fire 5. though an insectile origin is evident. Skills: A tyin’s slimy coating grants it a +8 racial bonus to True disir are 6-7 feet tall and weigh around 200 Escape Artist checks. pounds. True disir speak the language of their race, Dis, as well as Common. Many also speak Dwarf, Goblin, or Ogre. The tyin is the result of a disir queen mutating a disir larva. It is a relatively unintelligent, violent predator which only Strategies and Tactics barely responds to commands given by its disir handlers. True disir are armed with razor-sharp claws and a vicious Tyin are better able to stand the light of the surface world bite. They often plan any attack so as to avoid being than the disir, making them especially dangerous. outnumbered or ambushed. Bands of disir, often with A tyin is taller than a true disir, though very similar tyin along to provide additional strength, will tunnel in appearance. It has none of the thick chitinous plates of under settlements, underground enclaves, and through the true disir, and its skin flakes constantly as it exudes foundation walls to get into their enemies’ lairs. Once they poisonous ooze. A tyin also has a long, spiked tail, with make contact with their foe, disir spread out and make which it can deliver vicious blows, as well as the true disir’s good use of flanking and cover. claws and teeth. Tyin understand Dis, the disir language, but very little Tyin else. They are taught to obey simple verbal commands This creature is almost nine-feet-tall and has a long spiked from disir handlers. tail. It seems to be constantly molting or shedding its scaly gray skin in loose, tattered folds. Its features are something Strategies and Tactics of a cross between insect and reptile, and it has sharp claws Tyin are armed with razor-sharp claws and a vicious bite. and fangs. They cannot use manufactured weapons, but they do have a tail attack and an acidic spit. Solitary tyin will flee if Tyin CR 4 they are outnumbered, but when in bands and led by disir Usually N Large aberration handlers, they are almost fearless. Init +2; Senses darkvision 60 ft.; Listen +1, Spot +1 Languages Dis Disir Queen AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 The queen of a disir tribe is usually a noble of at least 8th size) level. She has all the traits of a true disir except as follows. hp 26 (4 HD) —+4 Intelligence, +2 Wisdom, +2 Charisma. Resist fire 5 —Large size, –1 penalty to Armor Class, –1 penalty on Fort +3, Ref +3, Will +5 attack rolls, –4 penalty on Hide checks, +4 bonus to Spd 40 ft. grapple checks, lifting and carrying limits double that Melee 2 claws +7 each (1d6+3) and bite +4 (1d8+1 plus of Medium characters. poison) and tail spike +4 (2d4+1) Space 10 ft., Reach 10 ft. Space 10 ft.; Reach 10 ft. Speed 20 ft. Base Atk +3; Grp +10 Racial Skills: Heal is also a class skill for disir queens. Special Actions acid spit Special Qualities: A disir queen gains the following Abilities Str 16, Dex 14, Con 14, Int 5, Wis 13, Cha 5 special qualities: SQ disir traits —Influence Mutation (Su) A disir queen can alter, Feats Multiattack, Weapon Focus (claw) distort, or accentuate the traits of a larval disir, so it Skills Climb +10, Escape Artist +10, Hide +2 becomes a mutant as an adult. The queen can attempt Environment Underground to enhance the potential of the larva to become a tyin, Organization Solitary, band (2-6 plus 1-3 true disir) have enhanced ability scores, or a template.

Monsters of Krynn  23 This ability requires the queen to make a successful (1d20+3) against a DC determined by the scope of the Heal check (DC 15 for a tyin, DC 20 to enhance a favor requested. disir’s ability scores by +2, DC 25 to apply a template). Inspire Confidence (Ex) Twice a day, the disir queen can Templates applied to the larva can vary, but most grant up to four allies a +2 morale bonus on saving require portions of the goal creature or similar throws and a +1 morale bonus on attack and weapon components in order to be successful. A queen can only damage rolls for 5 rounds, after a full round of oratory. attempt this influence on a single larva once; failure Light Sensitivity (Ex) Disir queens are dazzled in bright kills the larva. sunlight or in the radius of a daylight spell. —Immunity to sleep, paralysis and poison. Disir queens Poison (Ex) Injury; Fort DC 16; 1d6 Dex/2d6 Dex. have a +4 racial bonus to saving throws against all mind-affecting spells and spell-like effects. Disir Soceity Challenge Rating: 3 + class levels. The disir form tribal communities in tunnel complexes Favored Class noble; Level Adjustment: +4. deep underground. They usually acquire these locations by driving out the original inhabitants, such as dwarves Disir Queen CR 11 or kobolds, which has made them the enemy of any other Female disir queen noble 8 race they come into contact with. Disir tribes are led by a Usually LE Large aberration queen who is protected by a number of elite disir males. Init +1; Senses darkvision 60 ft.; Listen +19, Spot +11 Queens are capable of influencing mutations within larval Languages Common, Dis, Dwarven, Terran disir, and it is through this process that the tyin are created. AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 Because this is as much a skill as it is a racial talent, some size) queens are more successful than others in directing the hp 84 (13 HD) progress of their tribes. Immune poison, paralysis, sleep Disir are the favored of Morgion, the god of pestilence Resist fire 5, +4 against mind-affecting spells and spell-like and disease. Some tribes produce clerics, who are almost effects universally males. It is possible that the spread of the disir Fort +5, Ref +8, Will +11 is in some large part the desire of Morgion to undermine Weakness light sensitivity the dwarves and other races, for they have the potential to Spd 20 ft. become a scourge. Disir clerics preach this to their tribes Melee 2 claws +10 each (1d6+2 plus poison) and bite +8 and advise the queens of Morgion’s will. These queens are (1d8+1 plus poison) often more driven to succeed in their attempts at racial Space 10 ft.; Reach 10 ft. mutation, the better to serve the Black Wind. Base Atk +9; Grp +15 Atk Options Power Attack Disir Characters Combat Gear potion of cure moderate wounds (2), oil of True disir who have character levels are usually fighters. darkness A disir queen’s elite guard consists of fighters, while the Abilities Str 14, Dex 12, Con 14, Int 18, Wis 13, Cha 10 queen herself has levels in noble. Tyin are usually too dim- SQ bonus class skill (Spot), coordinate +2, disir queen witted or feral to have class levels, although extraordinary traits, favor +3, inspire confidence 2/day specimens may become barbarians. Disir clerics and rare Feats Ability Focus (poison), Alertness, Multiattack, disir druids revere Morgion. Disir do not practice or Persuasive, Skill Focus (Intimidate) condone the use of arcane magic. Skills Bluff +13, Climb +10, Diplomacy +15, Escape Artist +9, Heal +17, Hide +5, Intimidate +18, Knowledge Draconian, Noble (nature) +15, Listen +19, Move Silently +5, Sense Noble draconians were created in act of desperation by Motive +12, Spot +11, Survival +5 (+7 above ground) the Dragonarmies during the latter days of the War of Possessions combat gear plus amulet of natural armor +2 the Lance. When the good dragon eggs (the source of the Environment Underground original draconian types) were liberated from the temples Organization Solitary or retinue (1 disir queen plus 2-4 in Sanction, Lord Ariakas commanded the draconian 3rd-level elite males) creation ritual be performed on the eggs of evil dragons. Treasure Double goods and items (including possessions) What the highlord did not understand was the laws of Advancement by character class; Favored Class noble; balance that govern Krynn, mandated when the world was Level Adjustment +4 forged. When the ritual, designed to corrupt the eggs of Coordinate (Ex) This disir queen has a knack for getting good dragons toward evil, was performed on evil dragon disir to work together. When she can aid others and eggs, it did not have the desired effect. Instead of creating give directions, the noble provides a +4 bonus to the servants of evil, the chromatic (or “Noble”) draconians task at hand when she makes a successful aid another inherently followed the path of good. check, rather than +2. This ability can’t be used to assist Most noble draconians were destroyed while still in combat. very young, but some managed to liberate themselves Favor (Ex) Four times a week, the disir queen can call in during the chaotic last days of the war. After that, the favors from those she knows. She makes a favor check survivors went into hiding, helping others when possible,

24  Chapter One but generally just staying out of the way. Their numbers Melee* 2 claws +7 each (1d4+4) and bite +2 (1d8+4) or thinned even more during the Chaos War, and there are Melee* Large mwk bastard sword (one-handed) +8 only a handful left by the War of Souls. (2d8+4/19-20) and claw +2 (1d4+4) and bite +2 Noble draconians do not, as a general rule, get along (1d8+4) or with other draconian types. Most have a deep hatred of Melee* Large mwk bastard sword (two-handed) +8/+3 dragonspawn, feeling they are abominations of evil. Most (2d8+7/19-20) and bite +2 (1d8+4) try to help others in need and render aid when asked. *includes adjustments for a 2-point Power Attack Ranged Large mwk longbow +9/+4 (2d6/x3) Noble Draconian Traits Space 10 ft.; Reach 10 ft. Noble draconians share the following traits. Base Atk +8; Grp +14 Inspired by Dragons (Ex) Noble draconians are Atk Options Cleave, Power Attack, rage 3/day (6 rounds) drawn to good dragons and revere them. When a good- Special Actions breath weapon aligned dragon commander is within line of sight or when Spell-Like Abilities (CL 8th) entering a battle under the command of a good dragon 3/day—fireball (in the chain of command), noble draconians receive a +1 Abilities Str 15, Dex 13, Con 13, Int 11, Wis 11, Cha 11 morale bonus on all attack rolls and saving throws. SQ death throes, improved uncanny dodge, noble Dragon Traits All draconians are immune to sleep and draconian traits paralysis effects. They have darkvision (60-foot range) and Feats Cleave, Draconian Breath WeaponB, Exotic Weapon low-light vision. Proficiency (bastard sword), Power Attack Disease Immunity (Ex) Draconians are immune to all Skills Climb +9, Craft (armorsmithing) +11, Craft diseases. (weaponsmithing) +11, Glide (Ex) Winged draconians can use their wings to Intimidate +11, Jump +8, glide, negating any damage from a fall of any height. Listen +11, Spot +0, Survival They can also travel horizontally up to four times the +11 vertical distance they descend. Possessions large mwk Low Metabolism (Ex) Draconians can breastplate, large mwk survive on one-tenth greatsword, large mwk the food and water longbow with 20 it takes to sustain a arrows human. Environment Any land Draconian, Organization Solitary or pair Flame Treasure Double The draconic humanoid standard stands over seven feet tall Advancement by and has deep red scales, large character wings, and charcoal-colored eyes. class; Favored Flame Draconian Class CR 8 barbarian; Level Adjustment +3 Often CG Large dragon Barbarian Abilities A Init +1; Senses darkvision 60 ft., flame draconian has the low-light vision; Listen +11, improved uncanny dodge Spot +0 and rage abilities of an 8th- Languages Nerakan level barbarian. A flame AC 20, touch 10, flat- draconian who takes additional footed 19 (+4 levels in barbarian adds its innate armor, +1 Dex, +6 barbarian level to its class level natural, –1 size); improved uncanny dodge, to determine number of rages uncanny dodge per day, greater rage, tireless rage, mighty rage, and to hp 60 (8 HD) determine the minimum level a rogue must be to flank Immune disease, fire, paralysis, sleep the flame draconian. SR 20 Breath Weapon (Su) 30 ft. cone, 3d8 fire damage, Reflex Fort +7, Ref +7, Will +6 DC 15 half. Weakness vulnerability to cold Death Throes (Su) On the round a flame draconian dies, Spd 20 ft.; fly 40 ft. (poor) in breastplate; base 30 ft.; fly 60 it explodes in a 40-foot radius blast of fire. The blast ft. (poor) deals 6d6 points of fire damage. Affected creatures can

Monsters of Krynn  25 make a Reflex save (DC 14) for half damage. The DC is Charisma-based. Draconian, Frost Rage (Ex) When a flame draconian rages, its statistics The dragon-man stands at five feet tall with white scales change as follows: fading to gray. Its wings are folded upon its back, and it has AC 18, touch 8, flat-footed 17 two small horns growing above its pale blue eyes. An eerie hp 76 aura of frosty mist wraps around its body. Fort +9, Will +8 Melee* 2 claws +9 (1d4+6) and bite +4 (1d8+6) or Frost Draconian CR 2 Melee* mwk bastard sword (one-handed) +10 Usually CG Medium dragon (cold) (2d8+6/19-20) and claw +4 (1d4+6) and bite +4 Init +0; Senses darkvision 60 ft., low-light vision; Listen (1d8+6) +4, Spot +4 Melee* mwk bastard sword (two-handed) +10/+5 Languages Nerakan (2d8+10/19-20) and bite +4 (1d8+6) AC 18, touch 10, flat-footed 18 (+5 armor, +3 natural) *includes adjustments for a 2-point Power Attack hp 15 (2 HD) Grp +16 Immune cold, disease, paralysis, sleep Abilities Str 19, Con 17 SR 8 Skills Climb +10, Jump +9 Fort +4, Ref +3, Will +2 Weakness vulnerability to fire A highly rare and dangerous breed, a flame draconian uses Spd 20 ft. in breastplate; base 30 ft.; Run fiery rage to defeat those who threaten it or serve the cause Melee 2 claws +4 each (1d4+1) and bite –2 (1d3+1) or of evil. Melee longsword +3 melee (1d8+1/19-20) and claw –1 Flame draconians are creatures of good, but they follow (1d4+1) and bite –2 (1d3+1) a highly individual code of conduct that doesn’t necessarily Space 5 ft.;Reach 5 ft. correspond with the laws of the land. They also have a Base Atk +2; Grp +3 fierce temper and will explode into a frenzied state Abilities Str 13, Dex 11, Con 13, Int 9, Wis at the slightest provocation. Flame draconians 9, Cha 11 believe the tools of battle are often a very SQ death throes, noble draconian traits personal and natural extension of the Feats RunB, Weapon Focus (claw) combatant himself. They make almost Skills Climb +6, Disguise +5, Intimidate +5, all of their own weapons and armor Listen +4, Spot +4 themselves, smelting the items with Possessions breastplate, longsword their own fire and breath weapon. Environment Any land Most flame draconians would rather Organization Solitary or pair give up magic items acquired in Treasure 50% coins, 50% goods; standard the field in order to have a capable items caster magically enhance a weapon Advancement by character class; Favored forged by their own flames. Class sorcerer; Level Adjustment +1 Death Throes (Su) A frost Strategies and Tactics draconian freezes rapidly Flame draconians fight on impulse, the moment it dies. It then usually preferring either natural immediately explodes into small weapons or large weapons that deal icy shards, dealing 1d6 points of plenty of damage. They make use of damage to all creatures within a 10- their rage and fireball attacks to take out foot radius. Affected creatures may attempt a DC the most dangerous opponents first. 14 Reflex save for half damage.

Flame Draconian Frost draconians are derivations of white Characters dragons. While they inherit that breed’s limited intellect and short temper, they instinctively Flame draconians fight for good with true follow the path of good. ferocity, with most taking levels of either fighter Because they are so rare, frost or barbarian. A flame draconian’s favored class draconians are rarely found in groups or even is barbarian. When a flame draconian advances in pairs. Despite this, they are actually quite levels as a barbarian, its ability to rage stacks with those social creatures and will associate freely it already possesses. For example, a flame draconian with those who accept them as good. When 4th-level barbarian may rage 5 times per day. However, companionship of this sort cannot be found, frost its base attack bonus and base save bonuses are draconians are known to live near communities for determined by adding the appropriate features of a 4th- a time, acting as a sort of unseen guardian. While they level barbarian to the flame draconian’s base statistics. enjoy companionship, these draconians tend to wander,

26  Chapter One most often migrating southward to colder climes. They think of themselves as unique creatures and would not advocate the creation of more draconians of any type. Atk Options smite evil 2/day (+1 atk, +6 damage) Special Actions lay on hands 6 points/day, Strategies and turn undead 4/day Tactics Paladin Spells Prepared (CL 3rd; +7 melee touch, +5 ranged Frost draconians are quite touch) aggressive when angered 1st—bless weapon, cure and rarely use sophisticated light wounds (DC 12) fighting tactics. If more than Spell-Like Abilities one are fighitng together, (CL 6th; +7 they will attempt to surround melee touch) their victims. They fight with At will—detect claws or whatever weapons evil they might have, preferably 4/ day—shocking cleaving or crushing weapons. grasp (A frost draconian who obtains a 1/week—remove disease frostreaver would be a happy one Abilities Str 15, Dex 11, Con 15, indeed.) Int 11, Wis 12, Cha 12 SQ aura of good, death throes, Frost Draconian divine grace, divine health, Characters noble draconian traits Feats Combat Casting, A frost draconian’s Multiattack, RunB, Weapon favored class is fighter. Focus (greatsword) Most advanced NPC Skills Bluff +8, Climb examples are either +9, Concentration fighters or barbarians. +5 (+9 when casting Draconian, defensively), Diplomacy +10, Disguise Lightning +6 (+8 when acting in character), Gather Information +8, The blue-scaled draconian stands well over seven feet tall, Intimidate +10, Jump +6, Listen +10 almost completely covered in heavy plate armor. Electricity Possessions large mwk full plate, large mwk greatsword crackles from its claws while a large tail whips from side to Environment Any land side. Organization Solitary or pair Treasure Standard Lightning Draconian CR 7 Advancement by character class; Favored Class paladin; Level Always LG Large dragon Adjustment +5 Init +0; Senses darkvision 60 ft., low-light vision; Listen +10, Death Throes (Su) When a lightning draconian dies, its body Spot +1 explodes in a massive of electricity that first strikes Aura courage (10 ft., +4 morale bonus on saves against fear) the nearest creature, then arcs to each nearest creature. The Languages Nerakan effect is otherwise identical to a chain lightning spell cast AC 21, touch 9, flat-footed 21 (+8 armor, +4 natural, –1 size) by a 6th-level sorcerer. The lightning draconian’s armor, hp 51 (6 HD) weapons, and equipment all suffer maximum damage from Immune disease, fear, paralysis, sleep its death throes. SR 16 Paladin Abilities A lightning draconian has the aura of Fort +7, Ref +5, Will +6 courage, aura of good, divine grace, divine health, lay on Spd 20 ft.; fly 40 ft. (poor) in mwk full plate; base 30 ft.; fly 60 ft. hands, smite evil, spells, and turn undead abilities of a 6th- (poor); Run level paladin. A lightning draconian who takes additional Melee 2 claws +7 each (1d4+2) and bite +5 (1d8+1) or levels in paladin adds its innate paladin level to its class Melee tail +7 (1d8+3 plus trip) or level to determine when he gains paladin abilities for level- Melee Large mwk greatsword +9/+4 (3d6+3/19-20) and bite +5 dependent effects. (1d8+1) Shocking Grasp (Sp) A lightning draconian may use shocking Space 10 ft.;Reach 10 ft. grasp (as the spell cast by a 6th-level sorcerer) a number Base Atk +6; Grp +12 of times per day equal to 3 + its Charisma modifier. The

Monsters of Krynn  27 lightning draconian may use this in conjunction with an Lightning Draconian Characters attack by its natural weapons (claw, tail, bite) or an attack Most advanced NPC lightning draconians are mystics, with any metallic weapon. who sometimes take levels in barbarian or ranger. A Trip (Ex) A lightning draconian who hits with his tail lightning draconian’s favored class is paladin. When a attack can attempt to trip the opponent as a free action lightning draconian advances in levels as a paladin, it without making a touch attack or provoking an attack of adds its paladin levels to its innate spellcasting ability and opportunity. If the attempt fails, the opponent cannot react in the advancement of all paladin special abilities as if it to trip the lightning draconian. were already a 6th-level paladin—with the exception of special mount. For example, a lightning draconian 3rd- Lightning draconians derive from blue dragons and level paladin has the spells per day, caster level, and special fight for the cause of good with ferocity and zeal. When powers of a 9th-level mystic. However, its base attack necessary, they use heavy armor and magic (if possible) bonus and base save bonuses are determined by adding the to disguise their identity and battle for the gods of good, appropriate features of a 3rd-level paladin to the lightning whom they revere. draconian’s base statistics. The blue draconians are highly social creatures who are discouraged daily by their lack of acceptance among other Draconian, Vapor races. They are painfully aware that most of their kind were The draconian has emerald green scales and stands six slaughtered by the metallic draconians and usually show feet tall with wings cresting a full foot higher. Its body is them no mercy. surrounded by an aura of green mist. Lightning draconians revere the gods of good and have an instinctive link to the divine. Each chooses a deity to Vapor Draconian CR 5 serve, often Kiri-Jolith. Usually LG Medium dragon Init +0; Senses darkvision 60 ft., low-light vision; Listen +1, Strategies and Tactics Spot +4 Lightning draconians are skilled combatants, but they Languages Common, Nerakan use their size and strength to their advantage—cleaving AC 18, touch 10, flat-footed 18 (+8 natural) opponents in two with a greatsword or crushing hp 26 (4 HD) them with a bludgeoning weapon. They Immune disease, paralysis, sleep make use of their ability to fly or their SR 14 muscular tails to gain any advantage. Fort +4, Ref +4, Will +5 Though ferocious, they will grant mercy Spd 30 ft.; Run to an enemy who asks for it, though Melee 2 claws +5 each (1d4+1) and bite +0 (1d4+1) or they will take steps to make sure a foe is Melee quarterstaff +5 (1d6+1) disabled and no longer a threat. Ranged heavy crossbow +4 (1d10/19-20) A lightning draconian’s movement Space 5 ft.;Reach 5 ft. flexibility gives it an important Base Atk +4; Grp +5 tactical advantage. It can race Atk Options Point Blank Shot forward on all fours, silently glide Mystic Spells Known (CL 4th; +5 melee touch, +4 from a height, or attack from the ranged touch) air. Many opponents are 2nd (3/day)—barkskinD, bull’s strength unfamiliar with the 1st (7/day)—cure light wounds (DC existence of flying 12), entangleD (DC 12), magic stone, draconians, giving a lightning obscuring mist draconian the additional advantage of 0 (6/day)—create water, cure surprise. minor wounds (DC 11), detect magic, light, mending, Eras of Play Notes resistance Many of a lightning draconian’s powers D: Domain spell. Domain: Plant come from its direct connection with Abilities Str 13, Dex 11, Con 11, Int 13, Wis a deity of good alignment. In any era in 13, Cha 11 which the gods are absent from the world, SQ death throes, noble draconian a lightning draconian loses all spells, spell-like traits abilities, and supernatural abilities—except for Feats Combat Casting, Point Blank Shot, its death throes, immunity to electricity, and RunB shocking grasp. Its Challenge Rating and Level Skills Bluff +7, Concentration +7 Adjustment are both reduced by two (thus, (+11 when casting defensively), such a draconian would be a CR 5 creature with a Intimidate +4, Knowledge +3 Level Adjustment). (nature) +8, Listen +1, Search +8, Spellcraft +8, Spot +4, Survival +8

28  Chapter One Noble Draconians and the Draconian Feats

oble draconians are capable of taking the body explodes in a 20-ft. burst that deals 4d6 points NDraconian Breath Weapon and Spectacular of acid damage (Reflex save [DC 10 + ½ HD + Con Death Throes feats found in the DRAGONLANCE modifier] for half). Campaign Setting. Below are the types of effects each Vapor: Your body explodes in a 20-ft. cloud of feat has based upon each race: corrosive gas that deals 2d6 points of acid damage. In addition to this, anyone caught in the cloud becomes Draconian Breath Weapon nauseated for 1d10 rounds (Fortitude save [DC 10 + Frost 30-ft. cone of cold ½ HD +Con modifier] negates). The cloud lasts for a Venom 60-ft. line of acid number of rounds equal to 1d6 + your Constitution Vapor 30-ft. cone of corrosive (acid) gas modifier. Lightning 60-ft. line of lightning Lightning: When your body explodes, it simulates the Flame 30-ft. cone of fire effect of a chain lightning spell cast by a sorcerer 4 levels higher than you. Anyone who fails their save to Spectacular Death Throes take half damage is also stunned for one round. Frost: You turn to ice and explode as normal; however, Flame: You explode in a ball of flame as normal, except the range of the explosion affects all within 20 feet, all creatures caught in your death throes automatically who must also make an additional Will save against catch on fire, taking 2d6 points of damage each round the same DC or be stunned for one round. they are on fire (Reflex save [DC 10 + 1/2 HD + Con Venom: Instead of melting into a pool of acid, your modifier] extinguishes the flames).

Possessions heavy crossbow with 10 bolts, quarterstaff order to achieve victory. They are unpredictable, forgoing Environment Any land any plan in order to surprise opponents with their ferocity. Organization Solitary or pair Treasure Standard Vapor Draconian Characters Advancement by character class; Favored Class mystic; Level Most advanced NPC vapor draconians are mystics, Adjustment +3 who sometimes take levels in barbarian or ranger. A Death Throes (Su) On the round that a vapor draconian dies, vapor draconian’s favored class is mystic. When a vapor its flesh dissolves and releases a cloud of vapor, dealing draconian advances in levels as a mystic, it adds its mystic 1d6 points of acid damage to all within a 10-foot radius. levels to its innate spellcasting ability. For example, a vapor Affected creatures can attempt a Reflex save (DC 14) for draconian 8th-level mystic has the spells per day, spells half damage. known, and caster level of a 12th-level mystic. However, its Mystic Abilities: A vapor draconian has the domain and base attack bonus, base save bonuses, and familiar, if any, spells of a 4th-level mystic. A vapor draconian who takes are determined by adding the appropriate features of a 8th- additional levels in mystic adds its innate mystic level to level mystic to the vapor draconian’s base statistics. its class level to determine its spellcasting ability. Vapor draconians prefer the Plant domain. Draconian, Venom The black-scaled, draconic humanoid stands five-and-a-half Vapor draconians derive from green dragons, who feet tall with a lean but muscular frame. Two curved, sharp make use of impressive combat skills and inborn divine horns frame its serpentine face. spellcasting ability to battle enemies and defend those under their protection. Venom Draconian CR 4 Both intelligent and wise, vapor draconians are drawn Usually CG Medium dragon to nature and usually live in green, woodland settings. Init +1; Senses darkvision 60 ft., low-light vision; Listen They instinctively understand the balance of nature and +4, Spot +4 only take violent action against those who disturb that Languages Nerakan balance—or evildoers who they feel must be stopped for AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 the greater good. natural) Vapor draconians enjoy company in small groups but hp 13 (2 HD) do not care for civilization or its trappings. They are most Immune disease, paralysis, sleep comfortable when in the wilderness. SR 11 Fort +3, Ref +4, Will +2 Strategies and Tactics Spd 30 ft.; Run Vapor draconians go from calm to frenzied in an instant, Melee short sword +2 (1d6/19-20) and bite –3 (1d6 plus often catching opponents off-guard. Once committed to poison) battle, they will fight with spell, weapon, tooth, and nail in Ranged light crossbow +3 (1d8/19-20)

Monsters of Krynn  29 Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +2 Atk Options sneak attack +1d6 Abilities Str 11, Dex 13, Con 11, Int 11, Wis 8, Cha 13 SQ death throes, noble draconian traits Feats RunB, Stealthy Skills Bluff +6, Hide +8, Listen +4, Move Silently +8, Search +5, Spot +4 Possessions leather armor, light crossbow with 10 bolts, short sword Environment Any land Organization Solitary or pair Dragon, Treasure Standard Amphi Advancement This aquatic dragon by resembles a giant, sea-green character class; Favored Class rogue; Level toad covered in scales and Adjustment +2 yellow warts. It has no visible Death Throes (Su) When a venom draconian dies, neck, and its wide thick-lipped head its body instantly dissolves into a 5-foot radius pool looks like a cross between a frog’s and a of acid. All within this area suffer 1d6 points of acid dragon’s. Small vestigial wings grow damage each round they remain in the pool. The acid from its back, and bony ridges evaporates in 1d6 rounds. All armor, weapons, and protrude above its eyes and down items carried by the venom draconian suffer damage its spine. Its long, clawed feet are powerful and webbed, from the acid as well. aiding it in underwater movement. Poison (Ex) Injury; Fort DC 11; 1d6 Con/1d6 Con. Only the venom draconian’s bite is poisonous. A venom Amphi Dragon draconian is immune to its own poison. The save DC is Dragon (aquatic) Constitution-based. Environment Tropical, sub-tropical, or temperate aquatic Organization Wyrmling, very young, young, juvenile, Venom draconians were created from the eggs of black and young adult: solitary or clutch (2-5); adult, mature dragons. Though often bitter and reclusive, most use their adult, old, very old, ancient, wyrm, or great wyrm: skills to defend others and battle evil. solitary, pair, or family (1-2 and 2-5 offspring) Venom draconians are extremely rare and, when Challenge Rating Wyrmling 1; very young 2; young 3; encountered, will usually be alone or in the company of juvenile 5; young adult 7; adult 9; mature adult 11; old one or two other noble draconians. They are generally 14; very old 16; ancient 17; wyrm 18; great wyrm 20 solitary by nature, only staying with others when Treasure Triple standard necessary—though they can actually be quite engaging Advancement Wyrmling 2-3 HD, very young 5-6 HD, when befriended. young 8-9 HD, juvenile 11-12 HD, young adult 14-15 HD, adult 17-18 HD, mature adult 20-21 HD, old 23-24 Strategies and Tactics HD, very old 26-27 HD, ancient 29-30 HD, wyrm 32-33 Like a snake in the grass, a venom draconian prefers to HD, great wyrm 34+ HD use stealth and swift strikes to eliminate its opponents. If Level Adjustment Wyrmling +2, very young +3, young +4, possible, he will stalk an enemy to learn its weaknesses juvenile +5, others — and strike at the moment of greatest opportunity. Venom draconians see no honor in combat of any form and will Amphi dragons are cruel and hateful aquatic creatures, the use any trick possible to ensure victory. offspring of green dragons and sea dragons. They share many of their parents’ worst traits. Venom Draconian Characters A newly hatched amphi dragon looks somewhat A venom draconian’s favored class is rogue. Most advanced like an enormous tadpole with smooth green skin, wing NPC venom draconians are rogues. stumps, and ridges along its back. As it grows older, its skin

30  Chapter One Amphi Dragons by Age Age Size Hit Dice Str Dex Con Int Wis Cha Base Attack Fort Ref Will Breath Frightful (hp) Attack/ Save Save Save Weapon Presence Grapple (DC) (DC) Wyrmling T 1d12 (6) 9 10 11 10 11 10 +1/–8 +2 +2 +2 +2 1d6 (10) —

Very Young T 4d12+4 (30) 11 10 13 10 11 10 +4/–4 +6 +5 +4 +5 2d6 (13) —

Young S 7d12+7 (52) 13 10 13 12 13 12 +7/+4 +9 +6 +5 +6 3d6 (14) —

10d12+20 Juvenile M (85) 15 10 15 14 15 14 +10/+12 +12 +9 +7 +9 4d6 (17) — Young 13d12+26 Adult M (110) 17 10 15 14 15 14 +13/+16 +16 +10 +8 +10 5d6 (18) 18

Adult 16d12+48 L (152) 19 10 17 16 17 16 +16/+24 +19 +13 +10 +13 6d6 (21) 21 Mature 19d12+76 Adult L (199) 23 10 19 16 17 16 +19/+29 +24 +15 +11 +14 7d6 (23) 22

Old 22d12+110 H (253) 27 10 21 18 19 18 +22/+38 +28 +18 +13 +17 8d6 (26) 25

Very Old 25d12+125 H (287) 29 10 21 18 19 18 +25/+42 +32 +19 +14 +18 9d6 (27) 26

Ancient 28d12+168 H (350) 31 10 23 20 21 20 +28/+46 +36 +22 +16 +21 10d6 (30) 29

Wyrm 31d12+186 H (387) 33 10 23 20 21 20 +31/+50 +40 +23 +17 +22 11d6 (31) 30

Great Wyrm 34d12+238 35 10 25 21 23 22 +34/+58 +42 +26 +19 +25 12d6 (34) 33 G (459) becomes more lumpy and thick, its body fills out, and its Strategies and Tactics features become more toad-like. An adult amphi dragon is ungainly and squat with none of the noble features of other Amphi dragons prefer to lie in wait for their prey, hiding dragons. It constantly exudes an offensive odor which just under the surface of the water in coastal or swamp marks it as one of the most repulsive creatures of its kind. areas and striking without warning. Their initial attack An amphi dragon’s coloration and amphibious qualities is almost always with their breath weapon, followed by make it ideally suited to living in stagnant waters, lakes, closing with bite and claw attacks. Amphi dragons cannot and coastal estuaries, as well as in kelp forests and reefs. fly; therefore, they do not make use of any of the wing- or Amphi dragons prefer to live solitary lives, flight-related attacks of other making lairs out of shipwrecks or sea dragons. They can more than caves. Most other forms of aquatic make up for this with prudent life avoid them, as they are use of their improved aggressive and prone to grab ability, spell-like unprovoked assaults, even abilities, and a well- on each other. The timed ambush. latter trait is one of Unlike other the reasons their dragons, amphi kind was not dragons do not more widely have an increased used in the reach with their bite attacks. War of They do, however, have long the Lance tongues, which have reach of the and other next size category larger, in place conflicts. of the increased reach of their Amphi bite attack. They use dragons this tongue speak Aquan, attack Common, and against Draconic. smaller, solitary targets, as well as obvious spellcasters or weaker individuals.

Monsters of Krynn  31 Amphi Dragon Abilities by Age Age Speed Initiative AC Special Abilities Caster SR Level

Wyrmling 20 ft., burrow 10 13 (+2 size, +1 natural), Amphibious, immunity to acid, ft., swim 60ft. +0 touch 12, flat-footed 13 improved grab, swallow whole — — 20 ft., burrow 10 16 (+2 size, +4 natural), Very Young ft., swim 60ft. +0 touch 12, flat-footed 16 — — — 20 ft., burrow 10 18 (+1 size, +7 natural), Young ft., swim 60ft. +0 touch 11, flat-footed 18 Acidic hide — — Juvenile 20 ft., burrow 10 20 (+10 natural), touch Detect magic ft., swim 60ft. +0 10, flat-footed 20 — — Young Adult 20 ft., burrow 10 23 (+13 natural), touch ft., swim 60ft. +0 10, flat-footed 23 DR 5/magic — 14 20 ft., burrow 10 25 (-1 size, +16 natural), Darkness Adult ft., swim 60ft. +0 touch 9, flat-footed 25 — 16 20 ft., burrow 10 28 (-1 size, +19 natural), Mature Adult ft., swim 60ft. +0 touch 9, flat-footed 28 DR 10/magic 1st 17

Old 20 ft., burrow 10 30 (-2 size, +22 natural), Suggestion ft., swim 60ft. +0 touch 8, flat-footed 30 3rd 19 20 ft., burrow 10 +0 33 (-2 size, +25 natural), DR 15/magic 5th 20 Very Old ft., swim 60ft. touch 8, flat-footed 33 Ancient 20 ft., burrow 10 36 (-2 size, +28 natural), Stinking cloud ft., swim 60ft. +0 touch 8, flat-footed 36 7th 22 Wyrm 20 ft., burrow 10 39 (-2 size, +31 natural), ft., swim 60ft. +0 touch 8, flat-footed 39 DR 20/magic 9th 23 20 ft., burrow 10 40 (-4 size, +34 natural), Mass suggestion Great Wyrm ft., swim 60ft. +0 touch 6, flat-footed 40 11th 25

Acidic Hide (Ex) An amphi dragon is covered in Swallow Whole (Ex) An amphi dragon can try to warts that are constantly oozing a corrosive acid. Young swallow a grabbed opponent that is at least one size smaller and older amphi dragons produce enough acid to cause by making a successful grapple check. Once inside the damage to anything coming in contact with them. dragon’s stomach, the swallowed creature takes crushing Organic creatures or weapons that strike an amphi dragon damage equal to the amphi dragon’s bite damage plus one (including unarmed strikes, claws, and slam attacks) take point of acid damage for every age category of the dragon. 2d4 points of acid damage. Metallic creatures or weapons A swallowed creature can climb out of the stomach with take 2d6 points of acid damage, and creatures and weapons a successful grapple check. This returns it to the amphi of stone take 1d6 points of acid damage. A gallon or more dragon’s mouth, where another successful grapple check is of water is required to wash away this acid. Amphi dragons needed to get free. do not inflict acid damage with their own natural weapon A swallowed creature can also cut its way out by using attacks. claws or a light piercing or slashing weapon to deal as Amphibious (Ex) As their name indicates, amphi many points of damage as the amphi dragon’s Constitution dragons breathe underwater but can survive on land score (AC 10 + half the amphi dragon’s natural armor indefinitely. Like other aquatic creatures, amphi dragons bonus). Once the creature exits, muscular action closes the can freely use all of their abilities while underwater. hole; another swallowed opponent must cut its own way Breath Weapon (Su) An amphi dragon has only one out. breath weapon, a line of acid. The amphi dragon’s interior can hold two opponents of Improved Grab (Ex) To use this ability, an amphi one size smaller, four of the next size smaller, eight of the dragon must hit an opponent of up to one size smaller next size smaller, etc. with its bite attack. It can then attempt to start a grapple as Skills: Hide, Jump, and Swim are considered class skills a free action without provoking an attack of opportunity. If for amphi dragons. An amphi dragon has a +10 racial it wins the grapple check, it establishes a hold and can try bonus to Jump checks, as well as a +8 racial bonus on any to swallow the opponent in the following round. Swim check to perform some special action or avoid a An amphi dragon can also use its improved grab hazard. It can always choose to take 10 on a Swim check, ability on a tongue attack. If it wins the grapple check, it even if distracted or endangered. It can use the run action establishes a hold, retracts its tongue, and transfers the while swimming, provided it swims in a straight line. opponent to its mouth as a free action, automatically *Amphi dragons receive a +8 racial bonus to Hide dealing bite damage. checks due to their ability to change their coloring to Spell-Like Abilities: 3/day—detect magic (juvenile match their surroundings. or older), darkness (adult or older, radius 10 feet per age category); 1/day—suggestion (old or older), stinking cloud (ancient or older), mass suggestion (great wyrm).

32  Chapter One Mature Adult Amphi Dragon CR 11 its blue-rimmed eyes glow with a azure radiance. Along its Always NE Large dragon (aquatic) body, brightly-hued fringe sways gently in the water, while its Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen webbed foreclaws enable it to propel itself gracefully through senses; Listen +27, Spot +27 the depths. Aura frightful presence (180 ft. radius, Will DC 22) Languages Aquan, Common, Draconic Aquatic Dragon AC 29, touch 9, flat-footed 29 (+19 natural, –1 size) Dragon (aquatic, water) hp 199 (19 HD); DR 10/magic Environment Aquatic Immune acid, paralysis, sleep Organization Wyrmling, very young, young, juvenile, SR 17 and young adult: solitary or clutch (2-5); adult, mature Fort +15, Ref +11, Will +14 adult, old, very old, ancient, wyrm, or great wyrm: Spd 20 ft.; burrow 10 ft.; swim 60 ft. solitary, pair, or family (1-2 and 2-5 offspring) Melee* bite +18 (2d6+12 plus improved grab) and tongue Challenge Rating Wyrmling 3; very young 4; young 5; +16 (improved grab) and 2 claws +16 each (2d6+9) and juvenile 7; young adult 9; adult 11; mature adult 14; old tail slap +16 (1d8+15) 16; very old 18; ancient 19; wyrm 20; great wyrm 22 *includes adjustments for a 6-point Power Attack Treasure Triple standard Space 10 ft.;Reach 5 ft. (10 ft. with tongue) Advancement Wyrmling 4-5 HD, very young 7-8 HD, Base Atk +19; Grp +29 young 10-11 HD, juvenile 13-14 HD, young adult 16-17 Atk Options Cleave, Great Cleave, improved grab (bite and HD, adult 19-20 HD, mature adult 22-23 HD, old 25-26 tongue), Power Attack, swallow whole HD, very old 28-29 HD, ancient 31-32 HD, wyrm 34-35 Special Actions breath weapon HD, great wyrm 36+ HD; Sorcerer Spells Known (CL 1st, +24 melee touch, +18 ranged Level Adjustment Wyrmling +3, very young +4, young +5, touch) others — 1st (4/day)—grease, obscuring mist 0 (5/day)—acid splash, detect poison, read magic, resistance Aquatic dragons are shy and reclusive, so much so that Spell-Like Abilities (CL 7th, +24 melee touch) they were considered a myth even by the Dimernesti and 3/day—darkness (70-ft. radius),detect magic, magic stone Dargonesti until the return of the good dragons following Abilities Str 23, Dex 10, Con 19, Int 16, Wis 17, Cha 16 the War of Souls. SQ acidic hide, amphibious An aquatic dragon’s scales can vary greatly from Feats Alertness, Cleave, Great Cleave, Improved Natural individual to individual, although shades of green and Armor, Improved Natural Attack (claw), Multiattack, blue are the most common hues. The scales are small and Power Attack layered to provides the dragon with protection from the Skills Escape Artist +11, Hide +26*, Intimidate +14, Jump crushing depths of the deep ocean canyons they prefer to +38, Knowledge (nature) +14, Listen +27, Search +25, lair in. The multihued fringe covering their bodies provide Sense Motive +14, Spot +27, Survival +14 (+16 tracks), the aquatic dragons with bioillumination at the dragon’s Swim +28 mental commands, glowing with a shimmering radiance Breath Weapon (Su) 80 ft. line, 7d6 acid damage, Reflex DC capable of chasing away all but the most stygian darkness. 23 half. Their coloration provides the aquatic Swallow Whole (Ex) An dragons with some ability to amphi dragon can blend in swallow up to to their 2 Medium, 4 Small, 8 Tiny, 16 Diminutive, or 32 Fine creatures; 2d6+6 crushing damage plus 7 acid damage; must deal 19 points of piercing or slashing damage against AC 20 to escape the dragon’s body. Dragon, Aquatic The strange dragon appears to be as much serpentine as it is draconic, with a long, slender body striated in blues and greens. Its elongated head is filled with sharp teeth, while

Monsters of Krynn  33 Aquatic Dragons by Age Age Size Hit Dice Str Dex Con Int Wis Cha Base Attack Fort Ref Will Breath Frightful (hp) Attack/ Save Save Save Weapon Presence Grapple (DC) (DC) Wyrmling T 3d12+3 (22) 11 12 13 13 14 12 +3/–5 +5 +4 +4 +5 1d6 (12) —

Very Young S 6d12+6 (45) 13 12 13 13 16 12 +6/+3 +8 +6 +6 +8 2d6 (14) —

Young 9d12+18 M (76) 15 12 15 15 18 14 +9/+11 +11 +8 +7 +10 3d6 (16) —

Juvenile 12d12+24 M (102) 17 12 15 15 20 14 +12/+15 +15 +10 +9 +13 4d6 (18) — Young 15d12+45 Adult L (142) 19 12 17 17 22 16 +15/+23 +18 +12 +10 +15 5d6 (20) 20

Adult 18d12+54 L (171) 21 12 17 17 24 16 +18/+27 +22 +14 +12 +18 6d6 (22) 22 Mature 21d12+84 Adult L (220) 23 12 19 19 26 18 +21/+31 +26 +16 +14 +20 7d6 (24) 24

Old 24d12+96 H (252) 27 12 19 19 28 18 +24/+40 +30 +18 +15 +23 8d6 (26) 26

Very Old 27d12+135 H (310) 29 12 21 21 30 20 +27/+44 +34 +20 +16 +25 9d6 (28) 28

Ancient 30d12+150 H (345) 31 12 21 23 32 20 +30/+48 +38 +22 +18 +29 10d6 (30) 30

Wyrm 33d12+198 H (412) 33 12 23 25 34 22 +33/+52 +42 +24 +19 +32 11d6 (32) 32

Great Wyrm 36d12+216 35 12 23 27 36 22 +36/+60 +44 +26 +21 +36 12d6 (34) 34 G (450)

underwater environments, although their bioillumination Breath Weapon (Su) An aquatic dragon’s breath can just as easily give away their presence. However, their weapon takes two forms, one underwater and one out breath weapon enables them to conceal themselves as an of water. Underwater, the breath weapon manifests as an octopus does, creating a cloud of inky darkness to blind inky spread (covering the same area given for a cone- their enemies, giving the dragon enough time to escape. shaped breath weapon) of chilling darkness. Creatures Aquatic dragons dwell in the deepest, darkest depths caught within the spread must make a Fortitude save or of the ocean, typically in natural caverns formed from be slowed for 1d6 rounds plus 1 round per age category of volcanic activity along the ocean floor. In these caves, the dragon. The cloud lasts for 1d6 minutes plus 1 round keep their treasure, scavenged from the per age category before dissipating. Creatures immune to countless vessels that have sunk to the ocean floor. Aquatic cold are not slowed by the effect. Above water, the aquatic dragons collect anything they can find from the surface dragon’s breath weapon manifests as a cone of hoarfrost, world; indeed, their underwater lairs often resemble ship inflicting cold damage. graveyards. Constrict (Ex) An aquatic dragon deals Size Constrict Damage Strategies and Tactics damage on a successful Large 1d8 Typically, aquatic dragons try and avoid combat whenever grapple check according possible, using their breath weapon to provide cover to the following table. The Huge 2d6 and give them enough time to escape. However, when aquatic dragon adds 1- Gargantuan 2d8 pressed into an unavoidable fight, or when their young are 1/2 its Strength bonus to threatened, aquatic dragons can be surprisingly vicious constricting damage. opponents. Older dragons will use their wall of water Improved Grab (Ex) Aquatic dragons do not possess ability to separate their opponents into smaller groups, wings, thus they cannot utilize the 2 wing attacks most followed by their breath weapon attack to blind and slow dragons are capable of performing. Instead, at young adult them down, giving the swift dragon ample opportunity to and older, they gain improved grab. On any successful hit pick off enemies one by one. to an opponent with a tail slap or tail sweep, the aquatic Alternate Form (Su) An aquatic dragon can assume dragon can then attempt to start a grapple as a free action the form of any animal or humanoid, Medium size or without provoking an attack of opportunity. If it wins the smaller, of which it has knowledge as a standard action grapple check, it establishes a hold and can constrict. three times per day. The dragon can remain in the animal Spell-Like Abilities: At will—continual flame or humanoid form until it chooses to either assume a new (multihued radiance from its fringe only); 3/day—fog form or return to its natural state. cloud (juvenile or older), invisibility (adult or older); 2/

34  Chapter One Aquatic Dragon Abilities by Age Age Speed Initiative AC Special Abilities Caster SR Level 16 (+2 size, +1 Dex, Alternate form, continual Wyrmling 20 ft., swim 40 ft. +1 +3 natural), touch light, immunity to cold, — — 13, flat-footed 15 waterbreathing 18 (+1 size, +1 Dex, Very Young 30 ft., swim 60 ft. +1 +6 natural), touch — — — 12, flat-footed 17 Young 20 (+1 Dex, +9 natural), 40 ft., swim 80 ft. +1 touch 11, flat-footed 19 — 1st — Juvenile 23 (+1 Dex, +12 natural), Fog cloud 40 ft., swim 80 ft. +1 touch 11, flat-footed 22 2nd — 25 (-1 size, +1 Dex, Young Adult 40 ft., swim 80 ft. +1 +15 natural), touch Constrict, DR 5/magic, 5th — 10, flat-footed 25 improved grab 28 (-1 size, +1 Dex, Adult 40 ft., swim 80 ft. +1 +18 natural), touch Invisibility 7th 18 10, flat-footed 27 31 (-1 size, +1 Dex, Mature Adult 40 ft., swim 80 ft. +1 +21 natural), touch DR 10/magic 9th 20 10, flat-footed 30 33 (-2 size, +1 Dex, Old 40 ft., swim 80 ft. +1 +24 natural), touch Wall of water 11th 22 9, flat-footed 32 36 (-2 size, +1 Dex, Very Old 40 ft., swim 80 ft. +1 +27 natural), touch DR 15/magic 13th 24 9, flat-footed 35 39 (-2 size, +1 Dex, Ancient 40 ft., swim 80 ft. +1 +30 natural), touch Improved Invisibility 15th 26 9, flat-footed 38 42 (-2 size, +1 Dex, Wyrm 50 ft., swim 100 ft. +1 +33 natural), touch DR 20/magic 17th 28 9, flat-footed 41 43 (-4 size, +1 Dex, Great Wyrm 50 ft., swim 100 ft. +1 +36 natural), touch Control weather 19th 30 7, flat-footed 42 day—greater invisibility (ancient or older); 1/day—control Space 10 ft.;Reach 5 ft. (10 ft. with bite) weather (great wyrm). Base Atk +15; Grp +23 Wall of Water (Sp) Twice per day, an old or older Atk Options Blind-Fight, Combat Reflexes, improved grab aquatic dragon can create a wall of solid water. Underwater, (tail slap) this functions identically to a wall of force cast by a sorcerer Special Actions breath weapon, constrict 1d8+6 of the dragon’s caster level. Above water, the wall mimics Sorcerer Spells Known (CL 5th, +18 melee touch, +15 the effects of a wind wall (with an area up to one 10-ft. ranged touch) square per caster level), although any creature passing 2nd (5/day)—daze monster (DC 15), locate object through the wall will suffer 1d6 points of bludgeoning 1st (7/day)—color spray (DC 14), hypnotism (DC 14), ray damage +1 point per age category (no save). of enfeeblement, shocking grasp Skills: Disguise, Hide, Move Silently, Survival, and 0 (6/day)—dancing lights, daze (DC 13), detect magic, Swim are considered class skills for aquatic dragons. flare (DC 13), light, message An aquatic dragon has a +8 racial bonus on any Swim Spell-Like Abilities (CL 5th, +18 melee touch) check to perform some special action or avoid a hazard. At will—continual flame (multihued from its fringe only) It can always choose to take 10 on a Swim check, even if 3/day—fog cloud distracted or endangered. It can use the run action while Abilities Str 19, Dex 12, Con 17, Int 17, Wis 22, Cha 16 swimming, provided it swims in a straight line. SQ alternate form Feats Alertness, Blind-Fight, Combat Reflexes, Improved Young Adult Aquatic Dragon CR 9 Initiative, Multiattack, Stealthy Always CG Large dragon (aquatic, water) Skills Bluff +12, Concentration +9, Disguise +13, Diplomacy Init +5; Senses blindsense 60 ft., darkvision 120 ft., keen +12, Escape Artist +10, Hide +11, Intimidate +13, senses; Listen +16, Spot +16 Knowledge (arcana) +9, Knowledge (nature) +13, Listen Aura frightful presence (150 ft. radius, Will DC 20) +16, Move Silently +13, Search +12, Sense Motive +16, Languages Aquan, Common, Draconic Spellcraft +11, Spot +16, Survival +16, Swim +14, Use AC 25, touch 10, flat-footed 25 (+1 Dex, +15 natural, –1 size) Magic Device +11 hp 142 (15 HD); DR 5/magic Breath Weapon (Su) 40 ft. spread (underwater), slow 1d6+5 Immune cold, paralysis, sleep rounds, Fort DC 20; 40 ft. cone (above water), 5d6 cold Fort +12, Ref +10, Will +15 damage, Reflex DC 20 half. Spd 40 ft.; swim 80 ft. Melee bite +18 (2d6+4) and 2 claws +16 each (1d8+2) and tail slap +16 (1d8+6 plus improved grab)

Monsters of Krynn  35 Fire Dragons by Age Age Size Hit Dice Str Dex Con Int Wis Cha Base Attack Fort Ref Will Breath Frightful (hp) Attack/ Save Save Save Weapon Presence Grapple (DC) (DC) 4d12+16 Wyrmling M (42) 19 10 19 6 7 6 +4/+8 +8 +9 +4 +2 2d6 (16) —

Very Young 7d12+35 L (80) 21 10 21 6 7 6 +7/+16 +11 +10 +5 +3 4d6 (18) —

Young 10d12+50 L (115) 23 10 21 8 9 8 +10/+20 +15 +12 +7 +5 6d6 (20) —

Juvenile 13d12+78 L (162) 25 10 23 10 11 10 +13/+24 +19 +14 +8 +8 8d6 (22) — Young 16d12+112 Adult H (216) 29 10 25 10 11 10 +16/+33 +23 +17 +10 +10 10d6 (25) 18

Adult 19d12+152 H (275) 31 10 27 12 13 12 +19/+37 +27 +19 +11 +12 12d6 (27) 20 Mature 22d12+176 Adult H (319) 33 10 27 12 13 12 +22/+41 +31 +21 +13 +14 14d6 (29) 22

Old G 25d12+225 35 10 29 14 15 14 +25/+49 +33 +23 +14 +16 16d6 (31) 24 (387)

Very Old 28d12+252 G (434) 37 10 29 14 15 14 +28/+53 +37 +25 +16 +18 18d6 (33) 26

Ancient 31d12+310 G (511) 39 10 31 16 17 16 +31/+57 +41 +27 +17 +20 20d6 (35) 28

Wyrm 34d12+374 G (595) 41 10 33 16 17 16 +34/+61 +45 +30 +19 +22 22d6 (38) 30

Great Wyrm 37d12+407 43 10 33 18 19 18 +37/+69 +48 +31 +20 +24 24d6 (39) 32 G (647)

Fire Dragon Abilities by Age Age Speed Initiative AC Special Abilities Caster SR Level

Wyrmling 40 ft., burrow 20 13 (+3 natural), touch Heat, immunity to fire, ft., fly 150 ft. (poor) +0 10, flat-footed 13 vulnerability to cold — — 40 ft., burrow 20 +0 15 (-1 size, +6 natural), — — — Very Young ft., fly 150 ft. (poor) touch 9, flat-footed 15 40 ft., burrow 20 +0 18 (-1 size, +9 natural), — — — Young ft., fly 150 ft. (poor) touch 9, flat-footed 19 Juvenile 40 ft., burrow 20 21 (-1 size, +12 natural), Fireball ft., fly 150 ft. (poor) +0 touch 9, flat-footed 21 — — Young Adult 40 ft., burrow 20 23 (-2 size, +15 natural), ft., fly 150 ft. (poor) +0 touch 8, flat-footed 23 DR 5/ lawful or magic — 19 40 ft., burrow 20 +0 26 (-2 size, +18 natural), Wall of fire 1st 21 Adult ft., fly 150 ft. (poor) touch 8, flat-footed 26 40 ft., burrow 20 +0 29 (-2 size, +21 natural), DR 10/ lawful or magic 3rd 23 Mature Adult ft., fly 150 ft. (poor) touch 8, flat-footed 29 40 ft., burrow 30 (-4 size, +24 natural), Old 20 ft., fly 200 +0 Dispel law 5th 24 ft. (clumsy) touch 6, flat-footed 30 40 ft., burrow Very Old 20 ft., fly 200 +0 33 (-4 size, +27 natural) DR 15/lawful or magic 7th 26 ft. (clumsy) touch 6, flat-footed 33

40 ft., burrow 36 (-4 size, +30 natural) Ancient 20 ft., fly 200 +0 Disintegrate 9th 28 ft. (clumsy) touch 6, flat-footed 36 40 ft., burrow Wyrm 20 ft., fly 200 +0 39 (-4 size, +33 natural) DR 20/lawful or magic 11th 30 ft. (clumsy) touch 6, flat-footed 39 40 ft., burrow 38 (-8 size, +36 natural) Great Wyrm 20 ft., fly 200 +0 Meteor storm 13th 32 ft. (clumsy) touch 2, flat-footed 38

36  Chapter One Dragon, Fire Fire dragons are among the most rapacious and savage This dragon seems to be made of molten rock. It is covered in minions Chaos created during the Chaos War. cracked obsidian scales and gives off an eerie reddish-orange A fire dragon looks like animated magma given glow as magma pulses just beneath its scales. Its eyes flare draconic shape; its black scales are the result of the cooling like white-hot embers. Spike-like shards of stone run along volcanic rock as it touches the air. Wyrmling fire dragons its spine, and the back of its head draws into jagged horns. have scales of smoothly polished obsidian, and the slight orange glow of magma can be seen emanating through Fire Dragon the fine cracks. As the dragon ages, its scales become Dragon (chaotic, extraplanar, fire) increasingly large and hewn with ragged chips, and the Environment Warm mountains cracks between scales grow larger, allowing more of the Organization Wyrmling, very young, young, juvenile, magma beneath to be seen. and young adult: solitary or clutch (2-5); adult, mature Fire dragons usually lair in volcanic caverns such as the adult, old, very old, ancient, wyrm, or great wyrm: Lords of Doom, and often bathe in magma. Fire dragons solitary, pair, or family (1-2 and 2-5 offspring) do have an interest in gathering treasure; however, due Challenge Rating Wyrmling 4; very young 5; young 7; to the extreme heat of both their preferred lairs as well juvenile 10; young adult 12; adult 14; mature adult 16; as their bodies, few metal or flammable items manage to old 18; very old 19; ancient 21; wyrm 23; great wyrm 25 survive intact. Treasure Standard (nonflammables only) When fire dragons were first unleashed upon Ansalon, Advancement Wyrmling 5-6 HD, very young 8-9 HD, many believed them to be mere constructs of lava young 11-12 HD, juvenile 14-15 HD, young adult 17-18 animated by Chaos to resemble dragons and pointed to the HD, adult 20-21 HD, mature adult 23-24 HD, old 26-27 creatures’ sub par intelligence (when compared to other HD, very old 29-30 HD, ancient 32-33 HD, wyrm 35-36 dragons) as proof. In time, however, scholars have observed HD, great wyrm 37+ HD that if the fire dragons are indeed a replication of Ansalon’s Level Adjustment Wyrmling +4, very young +5, young +6, dragons, they are a nearly perfect forgery. All sorts of others — draconic behaviors have been observed in fire dragons,

Monsters of Krynn  37 Dragonriders and their Mounts

he rules for the dragonrider prestige class found Prerequisite: Any mount. Twithin the DRAGONLANCE Campaign Setting are Benefit: For the purposes of determining carrying structured in such a way that medium-sized members capacity as well as the size of riders it can bear, this of this class will not be able to ride on their dragon creature is considered to be one size category larger cohort until the near-end of their adventuring career. than it actually is. Presented here is a feat that allows members of the Normal: A creature without this feat can only dragonrider class to fully utilize the abilities provided carry creatures one size category smaller than its by the class at earlier levels and, in addition, can be actual size and can carry less weight. See Carrying used beyond just this single application. Capacity in Chapter 9: Adventuring of the Player’s Handbook. MIGHTY STEED [General] This creature’s exceptionally large stature allows it to carry more than it normally could.

right down to mating and producing clutches of volcanic Heat (Ex) A fire dragon’s body generates intense heat, eggs. A few have even come to doubt the statements that causing opponents to take additional fire damage every the fire dragons are forgeries at all. time the dragon succeeds on an attack with its natural In light of the discovery of the frost dragons, many weapons. A wyrmling fire dragon deals an extra 1d4 points have begun to put forth theories claiming the fire of fire damage, increasing to 1d6 at young adult, and 1d8 at dragons were once a group of red dragons who cut a ancient. Creatures attacking a fire dragon unarmed or with deal with Chaos. This theory tends to be dismissed, as natural weapons take this same fire damage each time one few red dragons would voluntarily give up so much of of their attacks hits. their cunning and spellcasting ability and would likely Spell-Like Abilities: 3/day—wall of fire (adult or older), be wary of any such deals. A more likely explanation is dispel law (old or older); 1/day—disintegrate (ancient or that Chaos simply completed his task too well, and over older), meteor swarm (great wyrm). In addition, a juvenile time, his creations have gained a sort of true dragonhood, or older fire dragon can use fireball as a spell-like ability something that continues to perplex many intrepid once per day per age category. scholars. Skills: Climb, Jump, and Survival are considered class Fire dragons speak Draconic but will not communicate skills for fire dragons. with any non-fire dragon. Very Old Fire Dragon CR 19 Strategies and Tactics Always CE Gargantuan dragon (chaotic, extraplanar, fire) Fire dragons are weak in terms of spellcasting, so they rely Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen on brute force. The dragon will start by using its breath senses; Listen +35, Spot +35 weapon or other fiery effects to set the area ablaze and Aura frightful presence (270 ft., Will DC 26) catch as many opponents in the effect area as it can. It will Languages Draconic then move in for melee combat and continue to unleash its AC 33, touch 6, flat-footed 33 (+27 natural, –4 size) breath weapon and any other fire effects in between melee hp 434 (28 HD); DR 15/lawful or magic strikes. Immune fire, paralysis, sleep Breath Weapon (Su) A fire dragon has one type of SR 26 breath weapon—a cone of chaotic fire. Creatures within Fort +25, Ref +16, Will +18 the cone must not only succeed at a Reflex save to take Weakness vulnerability to cold half damage from the fire but also succeed on a second Spd 40 ft.; burrow 20 ft.; fly 200 ft. (clumsy); Hover Reflex save or catch fire. The heat of the fire dragon’s breath Melee* bite +27 (4d6+23 plus 1d6 fire) and 2 claws +25 each weapon is so great that characters who catch fire in such a (2d8+16 plus 1d6 fire) and 2 wings +25 each (2d6+16 plus manner take damage equal to that provided by the dragon’s 1d6 fire) and tail slap +25 (2d8+29 plus 1d6 fire) heat ability (see below) each round. The Reflex DC to *includes adjustments for a 10-point Power Attack smother the flames is the same as that of the dragon’s Space 20 ft.;Reach 15 ft. (20 ft. with bite) breath weapon, –1 per each round the character has been Base Atk +28; Grp +53 on fire, down to a minimum of DC 15. Atk Options Cleave, Improved Sunder, Power Attack, Snatch Half of the fire damage from a fire dragon’s breath Special Actions breath weapon, crush (4d6+19), Flyby Attack, weapon is of chaotic origin and not subject to being Flyby Breath, tail sweep (2d6+19) reduced by resistance to fire-based attacks. Even red Sorcerer Spells Known (CL 7th, +38 melee touch, +25 ranged dragons have been burned by the breath weapon of a fire touch) dragon. 3rd (4/day)—lightning bolt (DC 15), protection from energy

38  Chapter One 2nd (7/day)—cat’s grace, flaming sphere (DC 14), shatter (DC 14) Frost Dragon 1st (7/day)—endure elements, grease, mage armor, magic Dragon (chaotic, cold) missile, true strike Environment Cold plains 0 (6/day)—acid splash, daze (DC 12), detect magic, flare Organization Solitary or pair (DC 12), mage hand, mending, read magic Challenge Rating Wyrmling 4; very young 5; young 6; Spell-Like Abilities (CL 9th, +38 melee touch) juvenile 9; young adult 12; adult 14; mature adult 17; 9/day—fireball (DC 15) old 19; very old 20; ancient 22; wyrm 23; great wyrm 25 3/day—dispel law (DC 16), wall of fire (DC 16) Treasure Standard Abilities Str 37, Dex 10, Con 29, Int 14, Wis 15, Cha 14 Advancement Wyrmling 6-7 HD, very young 9-10 HD, SQ heat young 12-13 HD, juvenile 15-16 HD, young adult 18-19 Feats Alertness, Cleave, Flyby Attack, Flyby Breath, Hover, HD, adult 21-22 HD, mature adult 24-25 HD, old 27-28 Improved Initiative, Improved Sunder, Multiattack, Power HD, very old 30-31 HD, ancient 33-34 HD, wyrm 36-37 Attack, Snatch HD, great wyrm 38+ HD Skills Climb +37, Escape Artist +31, Intimidate +33, Jump Level Adjustment Wyrmling +5, very young +6, young +7, +44, Listen +35, Search +33, Spot +35, Survival +3 others — Breath Weapon (Su) 60 ft. cone, 18d6 fire damage (half chaotic), Reflex DC 33 half; catch on fire for 1d6 damage Frost dragons are a breed of extremely rare and dangerous per round, Reflex DC 33 half. servants of Chaos, willingly transformed into icy engines Heat (Ex) Natural attacks inflict an extra 1d6 points of fire of oblivion. damage. Creatures who hit the dragon with unarmed or A frost dragon looks like a glacier carved into the form of a natural attacks take 1d6 fire damage. dragon. Wyrmling frost dragons are glossy and white, covered in fine cracks of blue and black. As they grow older, the cracks Dragon, Frost widen, and large thick scales of rock-hard ice form, giving them This slender dragon looks as if it is carved from living ice, a somewhat craggy appearance. Very old and older frost dragons with deep blue-black cracks all over its body forming the are like living icebergs with wings, their teeth resembling huge outlines of thick, icy scales. Its head is wide and wedge- icicles and eyes as black and empty as the Abyss. shaped with long backward-sweeping horns forming a crown Frost dragons were created by the mad god Chaos of icy spurs, and barbs around its jawline and down its spine during the Chaos War. They were once gray dragons, an to the tail. offshoot of white dragon altered by the passage of the

Frost Dragons by Age Age Size Hit Dice Str Dex Con Int Wis Cha Base Attack Fort Ref Will Breath Frightful (hp) Attack/ Save Save Save Weapon Presence Grapple (DC) (DC) Wyrmling S 5d12+5 (37) 13 10 13 9 11 10 +5/+2 +7 +5 +4 +4 2d6 (13) —

Very Young 8d12+16 M (68) 15 10 15 9 11 10 +8/+10 +10 +8 +6 +6 4d6 (16) —

Young 11d12+22 M (93) 17 10 15 11 13 12 +11/+14 +14 +9 +7 +8 6d6 (17) —

Juvenile 14d12+42 L (133) 19 10 17 13 15 14 +14/+22 +17 +12 +9 +11 8d6 (20) — Young 17d12+68 Adult L (178) 23 10 19 13 15 14 +17/+27 +22 +14 +10 +12 10d6 (22) 20

Adult 20d12+100 H (230) 27 10 21 15 17 16 +20/+36 +26 +17 +12 +15 12d6 (25) 23 Mature 23d12+115 Adult H (264) 29 10 21 15 17 16 +23/+40 +30 +18 +13 +16 14d6 (26) 24

Old 26d12+156 H (325) 31 10 23 17 19 18 +26/+44 +34 +21 +15 +19 16d6 (29) 27

Very Old 29d12+174 H (362) 33 10 23 17 19 18 +29/+48 +38 +22 +16 +20 18d6 (30) 28

Ancient 32d12+224 G (432) 35 10 25 19 21 20 +32/+56 +40 +25 +18 +23 20d6 (33) 31

Wyrm 35d12+280 G (507) 37 10 25 19 21 20 +35/+60 +44 +27 +19 +24 22d6 (35) 32

Great Wyrm 38d12+304 39 10 27 21 23 22 +38/+64 +48 +29 +21 +27 24d6 (37) 35 G (551)

Monsters of Krynn  39 Frost Dragon Abilities by Age Age Speed Initiative AC Special Abilities Caster SR Level

40 ft., burrow 14 (+1 size, +3 natural), Icewalking, immunity to Wyrmling 20 ft., fly 100 +0 touch 11, flat-footed 14 cold, vulnerability to fire — — ft. (average) 40 ft., burrow 20 +0 16 (+6 natural), touch — — — Very Young ft., fly 150 ft. (poor) 10, flat-footed 16 40 ft., burrow 20 +0 19 (+9 natural), touch — — — Young ft., fly 150 ft. (poor) 10, flat-footed 19 40 ft., burrow 20 21 (-1 size, +12 natural), — Juvenile ft., fly 150 ft. (poor) +0 touch 9, flat-footed 21 1st — 40 ft., burrow 20 +0 24 (-1 size, +15 natural), DR 5/ lawful or magic 3rd 19 Young Adult ft., fly 150 ft. (poor) touch 9, flat-footed 24 40 ft., burrow 20 +0 26 (-2 size, +18 natural), Clairudience clairvoyance 5th 21 Adult ft., fly 150 ft. (poor) touch 8, flat-footed 26 / 40 ft., burrow 20 +0 29 (-2 size, +21 natural), DR 10/ lawful or magic 7th 22 Mature Adult ft., fly 150 ft. (poor) touch 8, flat-footed 29

40 ft., burrow 20 +0 32 (-2 size, +24 natural), Confusion 9th 24 Old ft., fly 150 ft. (poor) touch 8, flat-footed 32

40 ft., burrow 20 35 (-2 size, +27 natural), Very Old ft., fly 150 ft. (poor) +0 touch 8, flat-footed 35 DR 15/lawful or magic 11th 25

40 ft., burrow Ancient 20 ft., fly 200 +0 36 (-4 size, +30 natural), Chaos hammer 13th 27 ft. (clumsy) touch 6, flat-footed 36 40 ft., burrow Wyrm 20 ft., fly 200 +0 39 (-4 size, +33 natural), DR 20/lawful or magic 15th 28 ft. (clumsy) touch 6, flat-footed 39 40 ft., burrow 42 (-4 size, +36 natural), Great Wyrm 20 ft., fly 200 +0 Word of chaos 17th 30 ft. (clumsy) touch 6, flat-footed 42

Graygem in the Age of Dreams, who fled south to the polar the dragon succeeds on an attack with its natural weapons. A reaches. Suffused with the magical energies of Chaos, they wyrmling frost dragon deals an extra 1d4 points of cold damage, could not resist the pull of the god when he was freed increasing to 1d6 at young adult, and 1d8 at ancient. Creatures by . They came out of hiding, fearing the wrath attacking a frost dragon unarmed or with natural weapons take of and seeking power from their patron. Chaos this same cold damage each time one of their attacks hits. completed their transformation, bestowing upon them Icewalking (Ex) This ability works like thespider climb spell, the nullifying traits of his frost wights and forever altering but the surfaces the dragon climbs must be icy. It is always in their kind. Those few who exist now on Krynn are rare in effect. the extreme and bent on the preservation of their race. Oblivion (Su) An opponent who is killed or has his Frost dragons speak Abyssal, Draconic and Common. Charisma reduced to 0 by a frost dragon’s breath weapon vanishes, leaving only his clothing and possessions. All memory Strategies and Tactics of the victim similarly vanishes from the minds of those who Frost dragons are competent spellcasters and always prepare knew of or met him as if he had never existed. He may not be spells before closing for combat. The first round is spent casting raised, resurrected, or otherwise restored, even by means of a support magic and keeping out of range of opponents. On the wish. second round, frost dragons use their breath weapon against Spell-Like Abilities: 3/day—clairaudience/clairvoyance as many targets as possible and close the distance on the third (adult or older), confusion (old or older); 1/day—chaos hammer round. Frost dragons make good use of their natural attacks, (ancient or older), word of chaos (great wyrm). and once they commit to a melee engagement, they will usually Skills: Climb, Hide, and Survival are class skills for frost pursue it until their opponent is dead or at least softened up dragons. Frost dragons gain a +10 racial bonus on Hide checks enough to become the target of a second use of their breath when in arctic or snow-covered terrain due to their coloration weapon. and appearance. Breath Weapon (Su) A frost dragon has one breath weapon—a cone of cold charged with negative energy. Creatures Young Adult Frost Dragon CR 12 within the cone must not only succeed at a Reflex save to take Always CE Large dragon (chaotic, cold) half damage from the cold but also succeed at a Fortitude save or Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; take 1 point of Charisma damage per age category of the dragon. Listen +24, Spot +24 Cold (Ex) A frost dragon’s body generates intense cold, Aura frightful presence (150 ft., Will DC 20) causing opponents to take additional cold damage every time Languages Abyssal, Common, Draconic

40  Chapter One Gray Dragons

he gray dragon of Krynn is an offshoot of the their true destiny seemed laid before them. Tmore common white dragon. Gray dragons were A gray dragon has the same statistics as a white transformed into a more intelligent, if smaller, breed dragon of its age category with the following changes. by the passing of the Graygem in the Age of Dreams. —Strength –2, Constitution –2, Intelligence +4, Although they took part in the Third Dragonwar to a Charisma +2 limited extent, their innate cowardice forced them to —Caster level 1st at juvenile age, 3rd at young adult, retreat in one engagement, and they were never seen 5th at adult, 7th at mature adult, 9th at old, 11th at again, fleeing to Icereach. Takhisis turned from them, very old, 13th at ancient, 15th at wyrm, and 17th at and while they heard the call of their Queen in the great wyrm. Age of Despair, they did not heed it. One or two gray Challenge Rating Wyrmling 2; very young 3; dragons ventured north following the Dark Queen’s young 4; juvenile 7; young adult 9; adult 11; mature defeat but found the world had no place for them. It adult 13; old 16; very old 18; ancient 19; wyrm 20; was not until Chaos emerged from the Graygem that great wyrm 22.

AC 24, touch 9, flat-footed 24 (+15 natural, –1 size) Fort +14, Ref +10, Will +12 hp 178 (17 HD); DR 5/lawful or magic Weakness vulnerability to fire Immune cold, paralysis, sleep Spd 40 ft.; burrow 20 ft.; fly 150 ft. (poor) SR 19 Melee* bite +18 (2d6+10 plus 1d6 cold) and 2 claws +16 each (1d8+7 plus 1d6 cold) and 2 wings +16 each (1d6+7 plus 1d6 cold) and tail slap +16 (1d8+13 plus 1d6 cold) *includes adjustments for a 4-point Power Attack Space 10 ft.;Reach 5 ft. (10 ft. with bite) Base Atk +17; Grp +27 Atk Options Cleave, Power Attack Special Actions breath weapon, Flyby Attack Sorcerer Spells Known (CL 3rd, +22 melee touch, +16 ranged touch) 1st (6/day)—endure elements, mage armor, obscuring mist, ray of enfeeblement 0 (6/day)—detect magic, mage hand, mending, read magic, ray of frost Abilities Str 23, Dex 10, Con 19, Int 13, Wis 15, Cha 14 SQ cold, icewalk, oblivion Feats Alertness, Cleave, Flyby Attack, Improved Initiative, Multiattack, Power Attack Skills Climb +16, Concentration +15, Escape Artist +20, Hide +16*, Listen +24, Search +11, Spellcraft +11, Spot +24 Breath Weapon (Su) 40 ft. cone, 10d6 cold damage, Reflex DC 22 half; 5 points Charisma damage, Fort DC 22. Cold (Ex) Natural attacks inflict an extra 1d6 points of cold damage. Creatures who hit the dragon with unarmed or natural attacks take 1d6 cold damage.

Monsters of Krynn  41 Gilthanas are two of the better known examples of dragon Dragon Vassal vassals in the Age of Mortals. Servants of the Dragon Overlords, dragon vassals are beings who either serve their Dragon Sample Dragon Vassal Overlord through choice or circumstance. This broad-shouldered, blond giant of a man By embedding one of their own scales into bears a green dragonscale on his chest and the flesh of a living creature, the Dragon carries a huge sword at his side. He has an Overlords are able to create vassals, air of confidence and self-assurance. beings who can move about without Here is an example of a dragon vassal easily being identified as servants of a that uses a half-ogre fighter 5 as the dragon. base creature. When the Overlord plants a scale into the flesh of a humanoid, Romogar Elfslayer, imbuing it with a sliver of their magical energy, they create a Dragon Vassal CR 6 mental link with the vassal; this Male dragon vassal half-ogre enables them to easily see into fighter 5 their vassal’s mind and even LE Medium monstrous enables the Overlord to exert a humanoid (air, augmented considerable amount of control giant) over the vassal. Init +4; Senses darkvision 60 ft., Unfortunately for the vassal, low-light vision; Listen +4, Spot +4 once the scale is embedded, to Languages Common, Ogre remove it means death, for the AC 22, touch 14, flat-footed 19 scale is tied into their life source. Of (+5 armor, +1 deflection, +3 course, a character brought to the Dex, +3 natural) brink of death (0 hp or less) could hp 57 (5 HD); fast have the scale removed relatively healing 5 safely, for the mental link with the Fort +11, Ref +7, Will Overlord is broken as long as the +2 character hovers on death’s door. Spd 20 ft. in mwk This does not happen often, however, breastplate; base 30 ft. for those who willingly become Melee* +1 mighty cleaving an Overlord’s vassal did so for bastard sword (one-handed) the strength it would +11 (1d10+13/19-20) or bestow upon them. Melee* +1 mighty cleaving Dhamon bastard sword (two-handed) +11 Grimwulf and (1d10+21/19-20) The Link Between Overlord and Vassal

hrough the embedded scale, the Dragon Overlord a Will saving throw (DC 10 + 1/2 Overlord’s HD + Tgains the ability to use detect thoughts on the Overlord’s Charisma modifier) to resist. The Overlord vassal at will. The ability functions over any distance, can also cause incredible pain on the vassal, as if although it does not extend beyond the physical plane they were suffering the effects of a symbol of pain (-4 (it does not reach the Astral, Ethereal, or other planes penalty on attack rolls, skill checks, and ability checks of existence). The Overlord can also send thoughts for 10 minutes per HD of the Overlord) or a symbol directly into the vassal’s mind, enabling a two-way of weakness (3d6 points of Strength damage for 10 communication. The vassal cannot hide his mind from minutes per HD of the Overlord) at will. The Overlord the Overlord, even through the use of such magical can, of course, halt the effects as easily as they start means as mind block. Only removal of the scale, which them. could result in the death of the character, will sever The Overlord can see anything the vassal sees or this connection. hear anything that the vassal hears, but the Overlord The Dragon Overlord has a number of other must be concentrating in order to do so (full-round abilities they can use upon the vassal through the actions). The vassal can always sense when the scale. First, the Dragon Overlord can use dominate Overlord is doing this. person at will on the vassal. The vassal must make

42  Chapter One *includes adjustments for a 4-point Power Attack Abilities Increase from the base creature as follows: Str Space 5 ft.;Reach 5 ft. +8, Dex +4, Con +6. Base Atk +5; Grp +13 Skills Dragon vassals have incredibly sharp senses, Atk Options Cleave, Improved Sunder, Power Attack granting them a +6 racial bonus to Listen, Search, and Spot Abilities Str 27, Dex 18, Con 21, Int 10, Wis 8, Cha 8 checks. SQ overlord link (see sidebar) Feats Same as the base creature. Feats Cleave, Exotic Weapon Proficiency (bastard sword), Climate/Terrain Same as the base creature or the Improved Sunder, Power Attack, Weapon Focus (bastard dragon variety. sword) Organization Same as the base creature. Skills Climb +12, Intimidate +6, Jump +12, Listen +4, Challenge Rating Same as the base creature +1. Search +6, Spot +4 Treasure Same as the base creature. Possessions mwk breastplate, +1 mighty cleaving bastard Alignment Same as the dragon variety (Any). sword, ring of protection +1 Advancement By character class. Environment Any land Level Adjustment +2. Organization Solitary Treasure Standard (including possessions) Dragonspawn Advancement by character class; Favored Class fighter; Dragonspawn are the twisted creations of the Dragon Level Adjustment +3 Overlords who ruled the land of Ansalon in the years following the Chaos War. Created by a hideous method The half-ogre Romogar was personally selected by that transforms humanoids into draconianlike creatures by Beryllinthranox shortly after the end of the Dragon Purge fusing the mind and soul of the victim with the shard of a to act as one of her premier agents in the Qualinesti and draconian’s, these reptilian beings are the loyal servants of Kharolis regions. Romogar was a mercenary and bandit the overlords, though, on occasion, some have been known who sought to bargain with the Green and instead became to retain their free will. her scale-bound servant. Dragonspawn are referred to by their color and, Romogar enjoyed his period as a dragon vassal, likewise, often bear striking similarities to the dragon cutting a swath of destruction through the southerwestern who made them, such as greens having a fin on their head reaches of Beryl’s realm in search of former wizards, but or blues with a horn on the nose. The features shared by unfortunately for him, his mistress was slain in the Battle all are wings, claws, scales, and a tail. When humans and of Qualinost before he could have her remove the scale. half-elves are the victims of this process, they still retain The backlash killed him. their basic body shape, and thus differ from draconians and bakali in that members of each gender can usually be Strategies and Tactics separated on sight by others. Romogar is a straight-forward combatant, preferring to use his bastard sword to take out weaker opponents while Sample Sea Dragonspawn his followers and henchmen swarm the larger foes. Once a This reptilian creature is covered in mottled green and brown clear path is made, he moves in for the big finish. thick scales. It has a long thin tail that ends in orange flukes and carries a wickedly barbed trident in one hand. Creating a Dragon Vassal This example uses an 11th-level human fighter as the “Dragon vassal” is a template that can be added to any giant, base creature. humanoid, or monstrous humanoid (referred to hereafter as the “base creature”). Nog, Sea Dragonspawn CR 13 A dragon vassal uses all the base creature’s statistics and Male sea dragonspawn human fighter 11 special abilities except as noted here. Always NE Medium dragon (aquatic, augmented Size and Type Size remains unchanged. The creature’s humanoid, water) type changes to monstrous humanoid (augmented giant/ Init +6; Senses darkvision 60 ft., low-light vision; Listen humanoid, if necessary). Vassals with 5+ HD also gain the +10, Spot +10 same elemental subtype as their Dragon Overlord. Languages Common, Nordmaarian Hit Dice Increase racial hit dice by one die type, to AC 26, touch 16, flat-footed 23 (+3 deflection, +3 Dex, +10 a maximum of d12. Hit dice from class levels remain natural); Dodge, Mobility unchanged. hp 93 (11 HD) AC Natural armor improves by +2. Immune fire, paralysis, sleep Special Qualities Dragon vassals retain the abilities of Fort +10, Ref +8, Will +5 the base character, plus the following special qualities: Spd 30 ft.; swim 50 ft. Darkvision (Ex) Dragon vassals gain darkvision 60 feet. Melee +1 wounding trident +18/+13/+8 (1d8+8 plus 1 Fast Healing (Su) Dragon vassals have a fast healing of 5. Con) or Saves Dragon vassals gain a +2 racial bonus to all saving Melee bite +16 (1d6+5) and 2 claws +11 each (1d6+2) throws. Space 5 ft.;Reach 5 ft. Base Atk +11; Grp +16

Monsters of Krynn  43 Atk Options Power Attack, Spring Attack Special Actions breath weapon Combat Gear potion of cure serious wounds, scroll of mage armor Sorcerer Spells Known (CL 1st, +16 melee touch, +14 ranged touch) 1st (4/day)—disguise self, true strike 0 (5/day)—daze (DC 14), detect magic, resistance, touch of fatigue (DC 14) Abilities Str 20, Dex 16, Con 16, Int 10, Wis 10, Cha 18 SQ amphibious, death throes Feats Alertness, Dodge, Endurance, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (trident), Weapon Specialization remains (trident) unchanged. Do not Skills Intimidate +18, Listen recalculate base attack +9, Spot +9, Swim +19 bonus or saves. Possessions combat gear Speed plus +1 wounding Dragonspawn fly at twice trident, ring of protection the land speed of the base +3 creature (average maneuverability) Environment Warm aquatic or as the base creature, whichever is Organization Solitary, squad (2-5), or tribe (10-20) better. Sea dragonspawn do not grow wings as Treasure Standard (including possessions) a result of their transformation and, therefore, do not gain Advancement by character class; Level Adjustment +2 a fly speed. Instead, they have a swim speed similar to their Breath Weapon (Su) 30 ft. cone of steam, 2d8 fire damage, land speed +20 feet. Reflex DC 18 half; usable every 2d4 rounds, effective Armor Natural armor increases to +7 (or +10 if the both on the surface and underwater. creature is a dragonspawn), or it retains its previous Death Throes (Su) 10 ft. radius, 1d8 fire damage, Reflex natural armor, whichever is greater. DC 18 half. Attacks Dragonspawn may use weapons as the base creature or may use natural weapons: This sea dragonspawn is indicative of the kind of Bite: The bite attack is made at the creature’s normal experienced and capable individual Tempest chose for melee attack bonus. Damage is based on the dragonspawn’s transformation. Other lesser sea dragonspawn did not size (see table) plus its Size Bite/Claw Damage present as much of a worthwhile investment. Strength modifier. Claws: Two claw Small 1d3 Strategies and Tactics attacks are made at the Medium 1d4 This sea dragonspawn prefers to wait and lurk near his base attack bonus –5. Large 1d6 prey, hiding among kelp and seaweed fronds. Once he finds his quarry in a compromising position, the Dragon Type Breath Weapon Breath Weapon Death Throe dragonspawn attacks with ferocity, often resorting Damage Damage to using tooth and claw once he’s sure victory is Black Line2 of acid 4d4 2d4 acid certain. Blue Line of lightning 4d8 2d8 electrical Creating a Dragonspawn Green Cone2 of gas 4d6 2d6 acid “Dragonspawn” is an acquired template that can Red Cone of fire 4d10 2d10 fire be added to any corporeal giant, humanoid, or Sea Cone of fire3 2d8 1d8 fire monstrous humanoid of Small, Medium, or Large size (hereafter known as the “base creature”). White Cone of cold 2d6 1d6 cold Size and Type: Creature type changes to dragon 1 A line is always 2 ft. high, 2 ft. wide, and 60 ft. long. with the augmented subtype and same subtype as 2 A cone is always 30 ft. long. 3 Breath weapon is a cone of superheated gas and can be used underwater. the dragon type (fire, cold, etc) of its creator. Size

44  Chapter One Damage is based on the dragonspawn’s size (see table) plus one-half of its Strength modifier (rounded down). Dragonspawn, Special Attacks: Dragonspawn retain all the special attacks of the base creature and also gain new abilities as Abomination listed below. Abominations result when creatures other than humans Breath Weapon (Su) The dragonspawn gains a breath and half-elves are subjected to the spawning process and is weapon, based on the dragon variety of its creator, useable used when such a creature gains the spawn template (thus, once every 2d4 rounds. The Reflex saving throw DC equals if a dwarf were to be spawned by a red dragon, it would 10 + one-half spawn’s total HD + the spawn’s Constitution use aspects of both the red dragonspawn and abomination modifier. templates). Death Throes (Su) All dragonspawn have a death throes. While abominations possess all the usual abilities The effects depend upon the type of spawn. All death of their dragonspawn brethren, for some reason, the throes affect those within 10 feet of the dragonspawn, spawning process always goes awry when targeted and the Reflex DC to avoid the effects is the same as the against beings without a substantial amount of human dragonspawn’s breath weapon DC. blood. Even half-kender and half-ogres are twisted into Spellcasting (Su) All spawn gain the ability to cast spells these misshapen creatures 80% of the time. Half-elves as 1st level sorcerers. If the base creature already possessed are the only beings who face no great risk of becoming levels in sorcerer, the dragonspawn’s effective sorcerer level abominations when spawned (though the occasional increases by +1. exception can be noted). This fact has led many scholars Special Qualities: Dragonspawn have all the special from the Great Library of Palanthas to speculate that the qualities of the base creature plus low-light vision and two races are more alike than either cares to admit. darkvision with a range of 60 feet. The creature gains It is impossible to specifically describe abominations, immunity to sleep and paralysis effects, as well as immunity for no two look exactly alike. Generally, spawn to the type of damage dealt by their breath weapon (acid, abominations bare only a minimal resemblance to their electricity, etc). spawn counterparts; they are reptilian and share the same Sea dragonspawn in particular gain the following coloration. They possess many of the abilities dragonspawn special quality. do (though sometimes these are changed due to their Amphibious (Ex) Sea dragonspawn breathe underwater mutations) but are often horribly misshapen, with one but can survive on land indefinitely. too many or one too few limbs. As horrid as the spawning Abilities: Adjust the abilities of the base creature as process is, it’s even worse for victims transforming into follows according to dragon type. abominations, leaving them with an inferior intellect. Black and Green: Str +2, Con +2, Cha +2 Few dragons care to create abominations and regard Blue: Str +6, Con +4, Wis +2, Cha +4 the creatures as flaws to be disposed of. Occasionally, a Red: Str +8, Dex +2, Con +6, Int +2, Wis +2, Cha +4 rather demented dragon prefers to create abominations, Sea: Str +6, Con +4, Wis +2, Cha +4 delighting in the extra suffering of these mockeries. The White: Dex +2, Con +2 black dragon Onysablet is famous for her utilization of Feats: Same as the base creature. abominations as shock troops. Skills: Same as base creature. Sea dragonspawn gain a +8 bonus to Swim checks due to possessing a swim speed. Sample Abomination Environment: As per dragon creator type. Dragonspawn Organization: Squad (2-5) or Tribe (10-20). This creature seems centaur-like in shape and size, except Challenge Rating: Red spawn have the same CR as the its lower body is that of a black dragon; its humanoid upper base creature +3, white spawn have the same CR as the body is covered in fine black scales. Its head is shaped like base creature +1, and all other spawn have the same as the a dragon’s, with sharp teeth jutting at all angles, and two base creature +2. ridged bony horns that curve down and forward along its Alignment: Same as dragon creator. jaws. Large membranous, dragon-like wings sprout from the Level Adjustment: +1 (white), +2 (black, green, or sea), shoulders of its upper body, and long, slender spurs of bone +3 (blue) +4 (red). protrude from bleeding wounds all across its haunches. It is on the hunt, brandishing one such bone spur like a short The dead dragonlord Brine was taught the secret of spawn sword and splaying the disproportionately large talons of its creation by Malystryx, but he rarely had the chance to other hand. employ it before his death at the hand of ’s Here is an example of an abomination dragonspawn Heroes of the Heart. Tempest, an underling of Brine’s, that uses a black dragonspawn centaur as the base creature. studied the procedure and went on to create her own sea spawn after his death. No one knows for sure yet whether Abomination Black Dragonspawn or not the sea spawn found within the oceans are the Centaur CR 5 remnants of Tempest’s own forces or if a new sea dragon has managed to discover the practice of creating spawn. Always CE Large dragon (augmented monstrous humanoid, water)

Monsters of Krynn  45 Abomination Mutations d% Mutation Effect 1-5 Extra eyes Abomination gains +5 to Spot checks. 6-10 Additional arm Gains an extra claw attack per round. 11-15 Extremely muscular +4 to Strength 16-20 Extremely agile +4 to Dexterity 21-25 Extremely tough +4 Constitution 26-30 Adapted speed +10 ft. to ground speed. stinking cloud 31-35 Noxious odor 10-ft. radius continually surrounds abomination, only affecting others. (Fortitude save DC 10 + 1/2 HD + Cha modifier). 36-40 Frightful presence As dragon’s frightful presence ability, 30 ft. radius. (Will save DC 10 + 1/2 HD + Cha Bonus). 41-45 Razor claws Claws deal damage as if one size larger (1d8 for Large creatures). Claw attacks replaced by slam attacks dealing 1d4+Str damage each. Deals 46-50 Tentacles 1d6+1 1/2 times Str bonus on a successful grapple check. 51-55 Carapace of scales Natural armor is improved by +3. 56-60 Animal instincts Gains scent and +2 insight bonus to Reflex saves. 61-65 Resistant scales Energy resistance 10 against selected energy type. Enhanced 66-70 metabolism The abomination gains Fast Healing 3. Bite and claw attacks also deal poison damage, Fortitude save against DC 10 + 1/2 71-75 Venomous secretions HD + Con modifier. Initial 1 temporary Dex, secondary 1 temporary Dex. 76-80 Magically resistant Gains spell resistance of 10 + Hit Dice. Enhanced breath 81-85 weapon Breath weapon attack deals an additional two dice of damage. 86-90 Magically talented +1 effective sorcerer level. When in well-lit areas, the abomination’s scales refract and scatter light, 91-95 Light refraction effectively blurring the creature. This is an extraordinary ability. Roll twice more, 96-00 re-rolling results of 96 or above. Init +2; Senses darkvision 60 ft., low-light vision; Listen –1, Possessions Large composite longbow (+4 Str bonus) with Spot –1 20 arrows, Large longsword Aura noxious odor (10 ft. radiusstinking cloud, Fort DC 15) Environment Warm marshes Languages Elven, Sylvan Organization Solitary, squad (2-5), or tribe (10-20) AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size) Treasure Standard hp 30 (4 HD) Advancement by character class; Level Adjustment +5 Immune acid, paralysis, sleep Breath Weapon (Su) 60 ft. line, 6d4 acid damage, Reflex DC Fort +4, Ref +6, Will +3 15 half, usable every 2d4 rounds. Spd 50 ft.; fly 100 ft. (average) Death Throes (Su) 10 ft. radius, 2d4 acid damage, Reflex Melee Large longsword +8 (2d6+5/19-20) and 2 hooves +7 DC 15 half. each (1d6+2) or Mutations An abomination black dragonspawn centaur has Melee bite +8 (1d6+5) and 2 claws +6 each (1d6+2) and 2 the following mutations: hooves +7 each (1d6+2) Bone Spurs (Ex) An abomination black dragonspawn Ranged Large composite longbow +5 (2d6+4/x3) centaur has 2d4 bone spurs that it can remove and use Space 10 ft.;Reach 5 ft. as arrows or short swords. These bone spurs grow back Base Atk +4; Grp +13 after one week. Special Actions enhanced breath weapon Enhanced Breath Weapon (Su) An abomination black Sorcerer Spells Known (CL 1st, +8 melee touch, +5 ranged dragonspawn centaur’s breath weapon deals an touch) additional 2 dice of damage. These dice are already 1st (4/day)—cause fear (DC 12), charm person (DC 12) calculated into the dragonspawn’s breath weapon 0 (5/day)—acid splash, daze (DC 11), detect poison, damage. resistance Noxious Odor (Ex) A 10 ft. radiusstinking cloud continually Abilities Str 20, Dex 14, Con 17, Int 4, Wis 9, Cha 13 surrounds an abomination black dragonspawn centaur, SQ death throes, mutations affecting all other creatures that fail a DC 15 Fortitude Feats Multiattack, Weapon Focus (hoof) save. Skills Listen –1, Spot –1, Survival +6

46  Chapter One Strategies and Tactics

Abomination black dragonspawn centaurs are fierce creatures who work as Onysablet’s patrol squad due to their quick overland speed. Usually found along Minotaur or Ogre the borders of her realm, these abominations fight with —Rage (Ex) The creature can rage like a barbarian. If ferocity and to the death. the abomination dragonspawn already has access to this ability, it can use it one additional time per day. Creating an Abomination Dragonspawn —Trample (Ex) After a successful charge attack, the “Abomination dragonspawn” is an acquired template that abomination dragonspawn can trample creatures one size can be added to any dragonspawn (refered to hereafter as category smaller or less than itself for 2d6+Str modifier of the “base creature”). automatic gore damage. Opponents who do not make attacks An abomination dragonspawn uses all of the base of opportunity against the abomination dragonspawn can creature’s statistics and abilities except as noted below. attempt a Reflex DC 14 save for half damage. Special Attacks and Qualities: In addition to the Elf abilities gained from the regular dragonspawn template, —Limber Body (Ex) The creature gains a +4 racial abominations gain extra abilities. Due to the varying bonus to Move Silently and Escape Artist checks. nature of abominations, the special attack and special —Keen Vision (Ex) The abomination dragonspawn’s qualities of no two are exactly the same. Roll d% the darkvision extends to 120 feet, and it gains a +4 racial Abomination Mutations table twice and choose a mutation bonus to Spot checks. from the specific racial muatations below. Feel free to Kender add any mutations desired or change the specifics of the —Oversized Wings (Ex) The abomination following in minor ways to simulate the unique nature of dragonspawn’s wings are too big for its body, granting abominations. it an additional +20 ft. fly speed and decreasing its Race Specific Mutations Each abomination maneuverability rating to “poor.” dragonspawn gains one mutation based on its original race —Rasping Voice (Ex) The voice of the abomination prior to applying the dragonspawn template. If the race is dragonspawn is so horrid that it increases the creature’s not listed here, choose any ability from the below racial racial bonus to taunt with the Bluff skill by +2. groups that best fits the original race (such as grouping Centaur half-breeds with their parent race) or simply roll on the —Additional Legs (Ex) The abomination dragonspawn general mutation table an additional time. gains an extra set of legs, granting it 2 additional hoof

Monsters of Krynn  47 attacks per round at a –5 penalty. Damage is handled Elemental Healing (Su) All elemental minions are normally. considered to have fast healing 5 when they are fully —Bone Spurs (Ex) Lengthy, rapid-growing bone spurs lie surrounded by or immersed in their element. flat against the creature’s back. It can remove these and use them Elemental Equipment (Su) Elemental minions are as arrows or short swords. The abomination dragonspawn has capable of forming the equivalent of armor, weapons, 2d4 bone spurs that grow back after one week. and other items from the elemental substance of which Dwarf or they are made. Elemental weapons have specific magical —Burrow Speed (Ex) The abomination dragonspawn’s qualities depending on the type of minion; the details of claws become suited for digging, granting it a burrow these weapons are described in the individual entries. A speed of 20 ft. minion’s equipment is destroyed when separated from its —Weapon Destruction (Ex) An abomination owner or if the minion is killed. Disarming an elemental dragonspawn that successfully disarms an opponent’s minion only temporarily impedes the minion’s progress, weapon may make a sunder attempt on the weapon as a as it can simply reform any lost item and continue. This is free action that does not provoke an attack of opportunity. the equivalent of drawing a weapon and does not provoke The sunder gains a +4 racial bonus. an attack of opportunity. All equipment, regardless of its Abilities –4 Int, –4 Wis. apparent nature, has a hardness of 10 and 15 hit points. Challenge Rating As base creature. Level Adjustment As base creature +1. Air Minion This humanoid creature appears to be made of swirling Elemental Minion vapors and condensed clouds of white, off-white, and blue. It Elemental minions are warriors called from the elemental has a thin, translucent rapier-like weapon in one hand and a planes to serve mortal masters. They are loyal, take orders disk-like shield in the other, apparently extensions of its body. well, and respect authority and order. Many accounts place Its features are vague and indistinct with only bright blue them as evil and wicked creatures, but this is not strictly spots of light for eyes and a shadow for a mouth. true; a minion is only as malicious as its master. A minion is composed of one of the four elements: Air Minion CR 4 earth, air, fire, or water. All of them resemble warriors Always LN Large elemental (air, extraplanar) and carry what appear to be weapons and shields. Their Init +4; Senses darkvision 60 ft.; Listen +9, Spot +9 fighting style and overall attitude towards combat varies by Languages Auran, Common element, and this is reflected in their appearance. AC 17, touch 13, flat-footed 13 (+4 Dex, +3 natural, +1 Elemental minions have been summoned throughout shield, –1 size) Krynn’s history to serve both wizards and clerics. They hp 33 (6 HD); elemental healing (air); DR 5/– are especially favored by the clerics of Neutrality, who rely Immune elemental traits on elemental creatures in the absence of celestial or infernal allies. All Wizards of High Sorcery are familiar with the existence of these creatures, and they make excellent short-term guards, lieutenants, or even assassins. An elemental minion can be summoned by the use of a lesser planar ally spell or a lesser planar binding. Elemental minions are not as hostile or resistant to service as other elementals and outsiders, so the Charisma check a wizard or sorcerer makes when trying to compel the minion into service with lesser planar binding gains a +4 morale bonus. Elemental minions speak Common and the language of their elemental plane of origin—Auran, Aquan, Ignan, or Terran. Strategies and Tactics Elemental minions live for battle and conflict. They are mercenaries without peer, following directions to the letter. They work well within a group of other soldiers, aware of the importance of tactics and leadership. As they do not possess ranged attacks, elemental minions always seek to seize the initiative and close with their foes, engaging in melee combat where their strengths lie.

48  Chapter One Fort +3, Ref +9, Will +2 SQ earth mastery, elemental equipment Spd fly 90 ft. (perfect) Feats Cleave, Improved Bull Rush, Power Attack Melee Large +1 keen rapier +8 (1d8+3/15-20) Skills Intimidate +10, Listen +9, Sense Motive +9, Spot +9 Space 10 ft.; Reach 10 ft. Possessions elemental Large +1 mighty cleaving Base Atk +4; Grp +10 warhammer Atk Options Combat Reflexes Environment Elemental Plane of Earth Special Actions Flyby Attack Organization Solitary, pair, or squad (3-6) Abilities Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 12 Treasure None SQ air mastery, elemental equipment Advancement 7-12 HD (Large), 13-18 HD (Huge); Level Feats Combat Reflexes, Flyby Attack, Weapon Finesse Adjustment +3 (cohort) Skills Bluff +10, Listen +9, Sense Motive +9, Spot +9 Earth Mastery (Ex) An earth minion gains a +1 bonus Possessions elemental Large light shield, elemental Large on attack and damage rolls if both it and its foe are +1 keen rapier touching the ground. If an opponent is airborne or Environment Elemental Plane of Air waterborne, the minion takes a –4 penalty on attack and Organization Solitary, pair, or squad (3-6) damage rolls. These modifiers are not included in the Treasure None statistics block. Advancement 7-12 HD (Large), 13-18 HD (Huge); Level Adjustment +3 (cohort) Earth minions are experts at using brute force to achieve Air Mastery (Ex) Airborne creatures take a –1 penalty on results. They enjoy being assigned to duties involving attack and damage rolls against an air minion. pounding opponents into the ground or setting up fortifications and defenses for troops. Air minions are masters of aerial combat. They relish fast- Earth minions appear to be humanoids made of soil moving battles and orders which call for them to challenge and stone and, when not hunched over, will reach to a flying opponents. height of almost ten feet. They are slow and deliberate in Air minions look like humanoid clouds or whirlwinds manner and not very talkative. When they do speak, it is and are usually between seven and nine feet tall. They are with a low, grinding voice. typically quick-thinking and witty beings, likely to engage in witty banter and sarcasm in the middle of a fight.Their voices are high-pitched and rapid. Strategies and Tactics Air minions are chosen for their speed and ability to carry the fight to the air. Their manifested weapon of choice is the rapier, and they favor a quick, nimble fighting style that emphasizes their airy natures. Earth Minion This creature is a shambling humanoid-shaped creature of rock and dirt; it carries a heavy, block-headed hammer or mace-like weapon that appears to be an extension of its body. Its head is crudely cut into the form of a closed-faced helmet, anonymous and menacing. Earth Minion CR 4 Always LN Large elemental (earth, extraplanar) Init +1; Senses darkvision 60 ft.; Listen +9, Spot +9 Languages Common, Terran AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size) hp 39 (6 HD); elemental healing (earth); DR 5/– Immune elemental traits Fort +7, Ref +3, Will +2 Spd 20 ft.; burrow 40 ft. Melee* Large +1 mighty cleaving warhammer (two-handed) +6 (2d6+11/x3) *includes adjustments for a 2-point Power Attack Space 10 ft.;Reach 10 ft. Base Atk +4; Grp +12 Atk Options Cleave, Improved Bull Rush, Power Attack Abilities Str 18, Dex 12, Con 16, Int 14, Wis 10, Cha 12

Monsters of Krynn  49 Strategies and Tactics Spd 40 ft. Earth minions are chosen for their ability to quickly deal Melee Large +1 flaming longsword +8 (2d6+4/19-20 plus a lot of damage. Their manifested weapon of choice is the 1d6 fire) and slam +2 (1d6+3 plus 2d4 fire plus burn) warhammer, which they always wield in two hands for Space 10 ft.; Reach 10 ft. maximum benefit. Base Atk +4; Grp +11 Earth Mastery (Ex) An earth minion gains a +1 Abilities Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 12 bonus on attack and damage rolls if both it and its foe SQ elemental equipment are touching the ground. If an opponent is airborne or Feats Dodge, Mobility, Weapon Finesse waterborne, the minion takes a –4 penalty on attack and Skills Intimidate +10, Listen +9, Sense Motive +9, Spot +9 damage rolls. These modifiers are not included in the Possessions elemental Large light shield, elemental Large statistics block. +1 flaming longsword Environment Elemental Plane of Fire Fire Minion Organization Solitary, pair, or squad (3-6) This is a tall humanoid composed entirely of orange and Treasure None yellow flame, wielding a flaming sword that appears to be Advancement 7-12 HD (Large), 13-18 HD (Huge); Level an extension of its body. A disk of fire acts as a shield on the Adjustment +3 (cohort) other arm. It has no discernable features apart from white- Burn (Ex) When a fire minion hits with its slam attack, hot spots of light for eyes. the opponent must succeed on a DC 14 Reflex save or catch fire. The save DC is Constitution-based. The Fire Minion CR 4 flame burns for 1d4 rounds if not extinguished sooner. Always LN Large elemental (extraplanar, fire) A burning creature can use a full-round action to put Init +3; Senses darkvision 60 ft.; Listen +9, Spot +9 out the flame. Languages Common, Ignan Heat (Ex) Merely touching or being touched by a fire AC 17, touch 12, flat-footed 14 (+3 Dex, +4 natural, +1 minion automatically deals 2d4 fire damage. shield, –1 size); Dodge, Mobility hp 33 (6 HD); elemental healing (fire); DR 5/– Fire minions are skilled marauders. They prefer surprise Immune elemental traits tactics and slash-and-burn warfare, striking suddenly with Fort +3, Ref +8, Will +3 precision. Weakness vulnerability to cold Fire minions appear to be humanoid firestorms, ranging from seven to nine feet in height. They move in quick flickering motions, never remaining still. Because of their radiant heat, fire minions usually keep clear of other soldiers and warriors with whom they are assigned; therefore, they prefer to be given solo tasks or duties which have them working with other fire minions. Fire minions speak in hissing, sibilant tones when they choose to talk at all. Strategies and Tactics Fire minions typically set things on fire early on in any battle, especially dry or flammable objects, to aid in recovering from injuries incurred. Their manifested weapon of choice is a flaming longsword with which they possess a considerable degree of precise and insightful skill. Heat (Ex) Merely touching or being touched by a fire minion automatically deals 2d4 fire damage. Burn (Ex) When a fire minion hits with its slam attack, the opponent must succeed on a DC 14 Reflex save or catch fire. The save DC is Constitution-based. The flame burns for 1d4 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame. Water Minion This creature looks like a fountain of foaming blue-green water in a vaguely humanoid shape. It has no legs, just a swirling column of water, but it does have arms holding a greataxe that appears to be an extension of its body. It has a

50  Chapter One somewhat bullet-shaped head with a spray of water fanning Advancement 7-12 HD (Large), 13-18 HD (Huge); Level out in a crest behind it and dark blue spots for eyes. Adjustment +3 (cohort) Water Mastery (Ex) A water minion gains a +1 bonus Water Minion CR 4 on attack and damage rolls if both it and its foe are Always LN Large elemental (extraplanar, water) touching water. If an opponent is touching the ground, Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9 the minion takes a –4 penalty on attack and damage Languages Aquan, Common rolls. These modifiers are not included in the statistics AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 block. size) hp 39 (6 HD); elemental healing (water); DR 5/– Water minions are peerless waterborne fighters. They are Immune elemental traits most comfortable being sent on retrieval missions and in Fort +7, Ref +4, Will +2 battles where the capture of prisoners is important. Spd 30 ft.; swim 90 ft. A water minion looks like a humanoid fountain of Melee* Large +1 merciful greataxe +6 (3d6+9/x3 or 4d6+9/ water almost eight feet tall. Fluid and graceful, they are x3 non-lethal) equally at home coasting along the tops of bodies of water *includes adjustments for a 2-point Power Attack or fully submerged. When they speak, they have soft and Space 10 ft.; Reach 10 ft. sonorous voices, surprisingly calming. Base Atk +4; Grp +11 Atk Options Improved Overrun, Power Attack Strategies and Tactics Abilities Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 12 Water minions abhor violence, quite at odds with their SQ elemental equipment, water mastery physical strength and choice of manifested weapon. Feats Improved Overrun, Power Attack, Weapon Focus Because their attacks are capable of being non-lethal, they (greataxe) almost always seek to render foes unconscious and take Skills Diplomacy +10, Listen +9, Sense Motive +9, Spot +9 prisoners. Possessions elemental Large +1 merciful greataxe Water Mastery (Ex) A water minion gains a +1 bonus Environment Elemental Plane of Water on attack and damage rolls if both it and its foe are Organization Solitary, pair, or squad (3-6) touching water. If an opponent is touching the ground, Treasure None the minion takes a –4 penalty on attack and damage rolls. These modifiers are not included in the statistics block. Eyewing This creature looks like a five-foot tall egg covered in coarse, shaggy black and brown fur. It has large, bat-like wings and a -like tail that ends in a stinger. A large blood-red eye stares out of the middle of its body, constantly weeping a blue tear- like fluid. Eyewing CR 2 Always LE Large outsider (evil, lawful) Init +6; Senses darkvision 60 ft.; Listen +15, Spot +15 Aura tear (5 ft. radius, sickened 1d6 rounds, Fort DC 14) Languages Infernal; telepathy 90 ft. AC 17, touch 15, flat-footed 11 (+6 Dex, +2 natural, –1 size) hp 12 (3 HD) Fort +4, Ref +9, Will +4 Spd 5 ft.; fly 60 ft. (good) Melee 2 claws +8 each (1d6+2) and sting +3 (1d6+2) Ranged tear splash +8 (1d4 acid plus 1d4 Int damage) Space 10 ft.;Reach 5 ft. Base Atk +3; Grp +9 Special Actions tear Abilities Str 14, Dex 22, Con 13, Int 5, Wis 12, Cha 8

Monsters of Krynn  51 SQ dimensional cling dissuade future spellcasters from summoning it. In fact, it Feats Ability Focus (tear), Weapon Finesse often becomes a loyal servant to the one who Skills Escape Artist +12, Hide +12, Listen +15, Move summoned it and take great glee in Silently +12, Spot +15 whatever vile acts its master set it on. Environment The Abyss An eyewing can be summoned Organization Solitary, wing (2- from the Abyss with a summon 4), or infestation (10-20) monster II spell (see Dimensional Treasure None Cling). Advancement 4-6 HD Eyewings speak Infernal (Large), 7-9 HD but usually communicate (Huge); Level through telepathy. Adjustment — Dimensional Strategies and Cling (Su) If Tactics an eyewing is summoned Eyewings fly into through the use battle, first sending of a summon a tear at their monster spell, opponents, closing the it remains on distance to lash at a the Material single opponent with Plane after both claws and sting the spell’s with its tail. It often duration takes advantage of the has ended extra caution exercised and is by adventurers who think no longer its -like tail contains a under control poison. An eyewing reduced of the wizard who to one-quarter of its hit points summoned it. will do everything in its Tear (Ex) The eye of an eyewing power to flee the battle. contains a caustic blue fluid. Those within 5 feet of the Feeder eyewing must succeed at a DC This appears to be a finely-crafted 14 Fortitude save or be sickened for dagger with a hilt made of antiqued silver. The 1d6 rounds. The save DC is Constitution- hilt is fashioned like a serpentine dragon, the based. A creature that succeeds its saving throw cannot eagle-like talons forming the crosspiece and the be affected again by the same eyewing’s tear for 24 hours. blade itself acting as a tail. Ruby eyes gleam in the dragon- Once per hour, as a full attack action, an eyewing can headed pommel. project a tear at opponents. Treat this as a splash weapon with a range increment of 10 feet. A creature that takes Feeder CR 1 direct hit damage from this attack takes 1d4 acid damage Always NE Diminutive dragon plus 1d4 points of Intelligence damage. A successful DC Init +2; Senses darkvision 60 ft., low-light vision; Listen 14 Fortitude save negates the Intelligence damage. The +8, Spot +3 save DC is Constitution-based. Creatures not hit directly Languages Draconic take only the acid damage. AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 Skills Eyewings have a +8 racial bonus on Listen and Spot size) checks. hp 13 (2 HD); DR 5/magic Immune paralysis, sleep Eyewings are commonly referred to as the “vermin of Fort +3, Ref +5, Will +4 the Abyss” by Krynn’s arcane spellcasters. A summoned Spd 5 ft.; fly 20 ft. (good) eyewing will stay on the Material Plane even after the spell Melee stab +7 (1d4–4/19-20 plus blood drain) that brought it is long over. Space 1 ft.;Reach 0 ft. An eyewing has a furry egg-shaped body supported by Base Atk +2; Grp –10 a pair of bat-like wings, each with three claws at the tip. Its Special Actions blood drain fur is matted and stained by the tears that constantly soak Abilities Str 2, Dex 14, Con 10, Int 9, Wis 13, Cha 9 into it from its one large, central eye. Feats Alertness, Improved Critical (stab)B, Weapon Though fairly unintelligent, the eyewing knows better FinesseB than to attack its summoner, as such actions would Skills Disguise +4*, Hide +19, Listen +8, Move Silently +7,

52  Chapter One Sense Motive +6, Spot +3 Strategies and Tactics Environment Temperate hills A feeder without a host is not a very effective combatant. Organization Solitary or brace (2-5) Even though it is capable of well-placed strikes, due to its Treasure None poor strength, it lacks the power to deliver a dangerous Advancement 3-4 HD (Diminutive), 5-6 HD (Tiny); Level wound. Therefore, most feeders rely on their hosts to use Adjustment +1 (cohort) them as daggers, which not only deals more damage to a Blood Drain (Ex) A feeder drains blood, dealing 1d4 target but allow the feeder to drain blood. points of Constitution damage with any successful hit the creature scores with its stab attack or when it is Feeder Society used to deal damage as a dagger by another creature. Feeders exist solely to reproduce and carry out the will The feeder will deal another 1d4 points of Constitution of their Dark Queen. Unfortunately, many of them forget damage on each successive round unless it is removed their lives, slipping into a kind of torpor when denied from the host or until it has dealt a total of 4 points of blood for longer than a week. As a breed, they were once Constitution damage. At this point, the feeder is sated very numerous, descending upon victims in knifelike and will deal no more Constitution damage for 24 swarms, but their numbers were thinned out in the Dragon hours. A feeder loses its Dexterity bonus to AC while Wars. Hundreds of feeders now lie discarded or forgotten lodged in an opponent and may be removed by the in tombs, ruins, and at the bottom of treasure vaults; very opponent with a successful grapple check. few are active and awake. Skills A feeder has a +10 racial bonus to Disguise checks Feeders reproduce asexually. They must be active and when attempting to pass itself off as a dagger. An kept sated on a diet of blood for a period of at least a opposed Appraise or Spot check will reveal the truth. If year, at which point they gestate dozens of tiny wyrmling the Appraise check fails, yet would still beat a DC of 12, feeders within their bodies. The gestation period is the individual appraising the feeder will believe it to be typically 24 hours, during which the feeder needs to deal a masterwork dagger, priced accordingly. at least 4 points of Constitution damage. Once this is done, the feeder must remain within a dead opponent so that it Feeders, or knifewyrms, are an ancient dragon breed, may inject the wyrmlings into the corpse. The feeder then given life by Takhisis herself in the Age of Dreams, that dies, and the wyrmlings mature within the corpse for a masquerade as blades. period of three to six days. After this growth period, they Feeders so closely resemble daggers and knives make their way out of the corpse and into the air, taking that they can remain wing immediately to search for a suitable host. undiscovered and unseen Each feeder spawns 3d4 wyrmling for years, passing from feeders. Immature feeders are host to host and serving extremely vulnerable as a weapon. They can and die when pass inspection even by exposed to the skilled craftsmen and elements. Casting are usually content to gentle repose let their hosts provide on a corpse infested with the nourishment they immature feeders kills them. need. If necessary, a Rasing or resurrecting a creature feeder can pull itself infested with immature feeders along the ground by its kills them but also deals 2d4 points claws or unfurl bat-like of permanent Constitution damage wings from its hilt and to the character from the knife-like fly for short distances. If infestation within. a feeder’s host is killed in battle, it positions itself Flightless in such a way that it can be found by another creature and Birds thereby gain a new host. Flightless birds, or ratites, are Feeders are usually between 6 common in warmer climates to 10 inches long, and weigh little less of Krynn. They are bipedal with than a pound. They have a life expectancy strong legs ending in large claws, of over 1000 years or more if kept in torpor and have long necks capable of reaching from lack of blood, but most active feeders into taller trees, above rocks, and into die after a year or two, giving birth to wyrmling crevices. They are skittish and avoid contact feeders. with humanoids and larger creatures, but Feeders speak Draconic. they can often be domesticated to serve as mounts for nomads, goblins, and kender. All varieties of flightless

Monsters of Krynn  53 bird are capable Init +2; of delivering Senses low- vicious light vision; kicks when Listen +5, threatened. Spot +5 The AC 14, touch following 12, flat-footed flightless birds 12 (+2 Dex, are the most +2 natural); numerous of Dodge their kind on hp 9 (2 HD) Ansalon. Fort +3, Ref +5, Will –1 Austrich Spd 30 ft. CR 2 Melee kick +3 (1d6+2) Always N and beak –2 Medium (1d4+1) animal Space 5 ft.; Init +2; Senses Reach 5 ft. low-light Base Atk +1; vision; Grp +3 Listen +2, Abilities Str Spot +6 15, Dex 14, AC 15, touch Con 11, Int 2, 12, flat- Wis 8, Cha 8 footed 13 Feats Dodge (+2 Dex, +3 natural); Dodge Skills Hide +7, Listen +5, Spot +5 hp 22 (4 HD) Environment Warm plains Fort +5, Ref +6, Will +1 Organization Solitary or flock (5-15) Spd 40 ft.; Run Advancement 3-4 HD (Medium); Level Adjustment — Melee kick +6 (1d8+3) and bite +1 (1d4+1) Skills An emre has a +4 racial bonus to Hide, Listen, and Space 5 ft.;Reach 5 ft. Spot checks. Base Atk +3; Grp +6 Abilities Str 17, Dex 14, Con 13, Int 2, Wis 10, Cha 10 The emre is smaller than the austrich, and its plumage Feats Dodge, Run looks more like drab brown, shaggy hair than bird feathers. Skills Jump +10, Listen +2, Spot +6 Emre flocks can be found on the plains in the north of Environment Temperate plains Ansalon, in the wilds of Estwilde, and further east. They Organization Solitary or flock (3-12) are domesticated for meat and use as mounts by goblins. Advancement 5-8 HD (Large); Level Adjustment — An emre ranges in height from 4 to 5 feet and weighs as Skills An austrich has a +4 racial bonus to Jump and Spot much as 200 pounds. checks. Strategies and Tactics The austrich is the largest of Krynn’s flightless birds. It has An emre that is accustomed to combat, such as one used black feathers with white plumes, a featherless neck, and as a mount by a goblin or other Small rider, can be quite thick scaly talons. It is found near the edges of the Plains of vicious with its kicks and bite. Untrained emres, or those in Dust, as well as similar temperate grassy or sandy regions. the wild, will flee a threat at the first opportunity, kicking Austriches can be used as mounts by Medium- or only if cornered or protecting a nest. Small-sized creatures, even though they are themselves Medium-sized. They are almost seven feet tall and weigh ’Wari CR 1 500 pounds. Always N Medium animal Init +1; Senses low-light vision; Listen –1, Spot +5 Strategies and Tactics AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural); Dodge An austrich usually flees a threat but, if cornered or used as hp 16 (3 HD) a mount by a capable rider, can deliver a powerful kick. It Fort +4, Ref +4, Will +0 can also strike with its beak as a secondary weapon. Spd 40 ft.; Run Melee bite +5 (1d6+3) and kick +0 (1d6+1) Emre CR 1/2 Space 5 ft.;Reach 5 ft. Always N Medium animal Base Atk +2; Grp +5

54  Chapter One Special Actions stampede Init +4; Senses darkvision 60 ft., low-light vision, scent; Abilities Str 16, Dex 13, Con 13, Int 1, Wis 8, Cha 8 Listen +9, Spot +9 Feats Dodge, Run Aura aura of calm (30 ft. radius, animals immune to fear Skills Hide +7, Jump +9, Listen –1, Spot +5 and +2 save against spells), magic circle against evil Environment Temperate hills Languages Common, Sylvan Organization Solitary or flock (5-50) AC 22, touch 13, flat-footed 18 (+4 Dex, +9 natural, –1 Advancement 4-6 HD (Medium); Level Adjustment — size) Stampede (Ex) A frightened flock of ‘wari flees as a group hp 100 (8 HD); DR 10/cold iron in a random direction (but always away from the Immune charm, compulsion, poison perceived source of danger). They literally run over Resist magic circle against evil anything of Medium size or smaller that gets in their Fort +13, Ref +10, Will +9 way, dealing 1d8 points of damage for each 5 ‘wari in Spd 70 ft. the flock (Reflex DC 14 half). The save DC is Strength- Melee horn +16 (1d8+9) and 2 hooves +11 each (1d4+3) based. Space 10 ft.;Reach 5 ft. Skills A ‘wari has a +4 racial bonus to Hide, Jump, and Spot Base Atk +8; Grp +18 checks. Druid Spells Prepared (CL 8th, +13 melee touch, +11 ranged touch) The ’wari is legendary for its stupidity, although many 4th—command plants (DC 21), dispel magic, travelers expecting it to be a simple flightless bird can reincarnate be caught accidentally in a stampede of the creatures, 3rd—call lightning (DC 20), cure moderate wounds (3) provoked only by a loud noise or unexpected stranger. (DC 20), plant growth (DC 20) They are not even particularly good as meat, nor do they 2nd—animal messenger, bear’s endurance, flaming domesticate well. Along the shores of the New Sea, they are sphere (DC 19), gust of wind (DC 19), soften earth considered a nuisance; they are often the targets of rite of and stone passage adventures for enthusiastic adolescents. 1st—faerie fire, jump, obscuring mist (2), speak with animals Strategies and Tactics 0—detect magic (2), guidance, know direction, resistance The ’wari is too stupid to pick a fight and too skittish to (2) stay in one for long. When pressured into a fight, they can Spell-Like Abilities (CL 8th unless otherwise noted, +13 deliver a nasty wound with their beak but will usually melee touch) attempt to avoid confrontations. At will—bless, detect evil (always a free action), shield of faith, sleep (DC 20) Forestmaster 3/day—cure light wounds (CL 5th, DC 20), heal (DC Forestmasters are noble creatures appointed by Chislev 25) to proctor to a forest or other stretch of land. Though 1/day—cure moderate wounds (CL 5th, DC 21), greater the name would indicate that such creatures can only teleport (anywhere within Darken Wood), neutralize be found within sylvan areas, nothing could be further poison (DC 23) from the truth. To Chislev, the forest isn’t the only natural Abilities Str 22, Dex 19, Con 24, Int 14, Wis 25, Cha 28 environment worth preserving. Forestmasters can be SQ death throes, trackless step, wild empathy +10 (+6 found from the hottest deserts to the very reaches of magical beasts) Icewall. Usually, these beings go by more appropriate Feats Alertness, Multiattack, Skill Focus (Survival) names (tundramaster, desertmaster, etc.), but they are still Skills Concentration +13, Jump +22, Knowledge (local) typically grouped with forestmasters for the similarities in +12, Knowledge (nature) +14, Listen +9, Move Silently abilities that they have been granted. +11, Spellcraft +12, Spot +9, Survival +10 (+12 above Forestmasters know Sylvan in addition to any other ground)* languages they may have once known. Environment Darken Wood Organization Solitary Sample Forestmaster Treasure None A regal stands in a forest glade lit only by moonlight. Advancement by character class; Level Adjustment — The creature’s white coat shimmers with a supernatural Death Throes (Ex) 30 ft. radius, 5d6 divine damage. beauty, and its eyes glow a silver hue. It is ringed by a multitude of animals that all seem to bow to it in deference, The Forestmaster of Darken Wood is the most famed from the mightiest bear to the smallest robin. creature of her position throughout Ansalon, due to her This example uses an advanced unicorn as the base encounter with the Heroes of the Lance during their creature. escape from Solace and her subsequent encounter with Caramon Majere and his daughter Dezra many years later. Forestmaster of Darken Wood CR 7 Because of this widespread renown in many a bard’s tale, Female forestmaster advanced unicorn it is not uncommon to hear one use her title in place of a Always N Large magical beast true name.

Monsters of Krynn  55 Chislev first chose the Forestmaster for her task during Strategies and Tactics the Age of Might when the unicorn battled ruthless The Forestmaster of Darken Wood prefers not to engage in poachers and received fatal wounds in the process. combat, but when pressed, she will first utilize the abilities Touched by the creature’s self-sacrifice, Chislev saw that are known for, relying on her spells only when no the unicorn would make an ideal charge and healed other options have presented themselves or when her foes the creature. She then offered the unicorn the mantle of begin to gain the upper hand. forestmaster. It didn’t take long before the Forestmaster of Darken Creating a Forestmaster Wood lost her zeal for interfering in mortal affairs and “Forestmaster” is an acquired template that can be added ended up caring only for the fate of her forest, a mindset to any magical beast or awakened animal with Intelligence that eventually and Wisdom scores of 10 or greater. settles upon all A forestmaster uses all the base creature’s statistics and forestmasters. special abilities except as noted here. Speed: All natural forms of movement increase by 10 feet. Armor Class: Natural armor improves by +3. Special Attacks: A forestmaster retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 forestmaster’s HD + forestmaster’s Cha modifier unless noted otherwise. —Death Throes (Ex) When a forestmaster dies, the very land around it feels the wound, and creatures within 30 feet automatically take 5d6 points of divine damage, causing most normal plants to wither and die. —Spell-like Abilities: A forestmaster gains the following spell-like abilities: at will—bless, shield of faith, sleep; 3/day—heal. These spells are cast at a level equal to the forestmaster’s Hit Dice. —Spells: A forestmaster gains the ability to cast spells as a druid of a level equal to its Hit Dice. Special Qualities: A forestmaster retains all the special qualities of the base creature and gains those described below. —Aura of Calm (Su) A forestmaster radiates an aura of calm to a distance of 30 feet. All animals within this aura gain an immunity to fear and a +2 bonus to all saving throws made against spells. —Damage Reduction 10/cold iron. This damage reduction replaces that possessed by the base creature, if any. —Trackless step (Ex) This ability works like the druid’s trackless step class feature. —Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except a forestmaster has a +4 racial bonus. If the base creature already possesses the wild empathy ability, its preexisting racial bonus is improved by +4. Abilities: Increase from the base creature as follows: Str +2, Con +2, Int +4, Wis +4, Cha +4. Environment: Any. Challenge Rating: Same as the base creature +3. Alignment: Always neutral. Level Adjustment: —

56  Chapter One Skills Balance +4, Hide +8, Listen +1, Move Silently +4, Funno Spot +1, Survival +6 This small animal has a body like a feral dachshund with Environment Underground short rodent-like legs and a nub of a tail. Its head is rat- Organization Solitary or herd (10-100) like with beady round eyes and whiskers. It is covered in a Advancement —; Level Adjustment — shorthaired coat of blue-black fur. Skills A funno has a +4 racial bonus on Survival checks.

Funno CR 1/4 The funno is a ubiquitous rodent found in nearly every Always N Small animal underground community on Krynn. It is a source of rather Init +3; Senses darkvision 60 ft., low-light vision, scent; bland meat and surprisingly resilient leather. Listen +1, Spot +1 A funno resembles a cross between a dachshund and AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size) a rat, ranging in color from a pale tan to dark chocolate hp 5 (1 HD) brown to black. Rare albino funno have been seen in Fort +3, Ref +5, Will +1 isolated areas. Funnos have short, stubby legs, whiskers, Spd 20 ft.; burrow 10 ft.; Run and move with surprising speed when threatened. They are Melee bite +4 (1d3–2) universally timid and docile when domesticated but, in the Space 5 ft.;Reach 5 ft. wild, can be dangerous in larger numbers. Base Atk +0; Grp –6 Funnos weigh between 25 to 30 pounds and are two to Abilities Str 6, Dex 17, Con 12, Int 2, Wis 12, Cha 6 three feet long, about the size of a small dog. Feats RunB, Weapon Finesse Strategies and Tactics Wild or feral funnos are vicious when cornered, although domesticity has bred this trait out of those kept for meat and leather. Funnos attack with their bite but will usually only make one or two attempts before fleeing. Giant, Desolation This bulky, muscular giant is three times the height of a man. Its skin is rough and leathery with patches of long, coarse hair sprouting all over it. It stands upon large legs like a dog’s. Its broad face is twisted in a grimace of madness.

Funnohide

he hide of the funno is soft, pliable leather that can still the same as a standard breastplate. Funnohide Tbe formed into many shapes. Once those shapes armor has the same arcane spell failure chance, armor are treated with medrocide, an extract of the medroc check penalty, and maximum Dexterity bonus as a fungus common in many underground regions, the breastplate, but it may be worn by druids without hide hardens into a substance of surprising strength penalty. and hardness. It can be formed into armor and shaped Weapons crafted from funnohide are as effective into shields, axes, and other weapons. It is capable of as other metal weapons and weigh only half as much. holding an edge when cured. The medrocide curing Edged or piercing weapons require strict maintenance agent also allows funnohide shapes to be glued to each and care to retain their edges, and they are just as other which enables larger items to be formed from expensive to repair as metal items, due to the process funnohide, such as tables, carts, chairs, fences, and so of curing and treating the hide. on. Funnohide is resistant to burning but becomes Funnohide cannot be used to craft masterwork brittle in extreme cold. It is, therefore, more commonly armor, weapons, or items. Because of this, it is used in underground areas close to volcanic activity, unsuitable for use in crafting magical arms or armor. such as the realm of Chorane far to the south of Funnohide has 8 hit points per inch of thickness Icewall. and hardness 10. It is vulnerable to cold, so items Funnohide armor is as effective as a breastplate made with it take double damage from cold or half but weighs half as much. Because it requires several damage if a saving throw is allowed. It saves against funnos to craft one suit of Medium armor and fire damage with a +4 bonus. Funnohide armor does numerous applications of medrocide, the cost is not confer these traits to the wearer.

Monsters of Krynn  57 Giant, Desolation painful growth spurts of CR 7 several feet in a matter of months. Their bodies are Usually NE Large giant bulky and muscular, and Init +2; Senses low-light their skin has become thick vision; Listen +8, Spot +8 and rough with patches of Languages Common coarse hair across it. The AC 21, touch 11, flat-footed giant’s fingers now end in 19 (+3 armor, +2 Dex, +7 razor-sharp talons, and their natural, –1 size); Dodge, teeth are viscous fangs. They Mobility stand hunched over at around hp 85 (10 HD) 15 feet tall, and their bugling Fort +11, Ref +5, Will +3 arms hang down around their Spd 50 ft. ankles. Melee 2 claws +12 each The most distinctive (1d8+6) and bite +10 feature of their trans- (2d6+6) or formation is their legs. Melee Large greatclub +12/+7 They have been twisted and (2d8+9) and bite +10 reshaped into a shape similar (2d6+6) to an animal’s hind legs. These Space 10 ft.; Reach 10 ft. powerful legs allow the giant Base Atk +7; Grp +17 to leap great distances and Atk Options pounce, rend move at a rate superior to 2d6+9, Spring Attack most creatures of its size. Abilities Str 23, Dex 14, Con Desolation giants 18, Int 10, Wis 11, Cha 8 remember their former lives, Feats Dodge, Mobility, and as such typically speak Multiattack, Spring Attack Common, but unfortunately Skills Jump +23, Listen +8, are quite insane. In some Spot +8 instances, to draw an Possessions Large hide armor, opponent in, the cunning Large greatclub giants will pretend to be much kinder then they actually Environment The Desolation are, asking for help or engendering pity from their target Organization Solitary, pair or gang (2-5) before turning on them with an expression of insane, Treasure Standard (including possessions) murderous intent. Advancement 11-15 HD (Large), 16-20 HD (Huge); Level Adjustment +5 Strategies and Tactics Pounce (Ex) If a desolation giant leaps upon a foe during Desolation giants typically leap into battle using their the first round of combat, it can make a full attack even pounce ability in order to strike with both claws, rend if it has already taken a move action. their target, and follow up with a bite. They utilize this Rend (Ex) If a desolation giant hits with both claw attacks, devastating attack pattern until they feel safe enough to it latches onto the opponent’s body and tears the flesh. toy with their target by sending insane threats and taunts This attack automatically deals an additional 2d6+9 its way, stringing out the battle until they tire of play damage. and decide to kill their opponents (which usually comes Skills A desolation giant has a +10 racial bonus on Jump quickly). checks. Desolation Giant Society The Desolation giants were once humans, drawn to the Malys created these minions to serve her, but to her tortured lands of the Desolation by the prospect of serving surprise, they refused to follow her orders. The giants had the Dragon Overlord Malystryx. These evil humans minds of their own (as insane as they are) and rejected the craved wealth and power; they believed by serving the Overlord’s attempts at controlling them. They would bow Red Marauder, they would gain their wish. Yet what they down to no one. Even after killing half of them herself, received was an excruciating transformation into a twisted, the giants fought against her. Malys found she actually malicious giant. had to begrudge the twisted creatures some respect. She Malys created the giants by infusing the evil hearts allowed the remaining giants to settle in caves surrounding of the human men and women with the same swirling Bloodwatch. dark energies she used to create the Desolation. The The giants now live in simple buildings they transformation occurred over the over the course of constructed themselves or in larger caves along the coast. a number of years. Sometimes they would go through They can be found hunting in groups or occasionally

58  Chapter One traveling by themselves as they wander the Desolation, Half-giants are usually between ten and eleven feet in looking for personal conquests. All giants encountered height and weigh 750 to 800 pounds. Their skin coloration in the wild will be adults. No one has ever seen a young ranges from a light tan to a dark yellow-brown, although Desolation giant. the typically unpredictable ogre bloodlines can even result in half-giants whose skin is bluish-gray. Half-giants adopt Giant, Half-Giant the dress and style of the community in which they were This is a powerfully muscled brute, at least ten feet in height, raised. with a sloping forehead and a massive lower jaw. Its arms Half-giants speak Ogre. More intelligent examples also and legs are thick with sinew, and its skin is rough and speak Common. brownish-yellow. It has all the physical traits of an ogre, if a The most famous half-giant in recent years is Ankhar, little larger in the chest and shoulders, and dresses in crude the barbarian horde leader and mortal foe of Jaymes hide armor fashioned from at least a half-dozen skinned Markham. animals. Strategies and Tactics Half-Giant CR 5 Most half-giants have a fairly good grasp of basic melee Often CE Large giant tactics and employ axes, hammers, or spears in preference Init –1; Senses darkvision 60 ft., low-light vision; Listen +2, to the typical club. Because they are usually found in the Spot +3 company of ogres, half-giants use their additional height Languages Ogre and bulk to dominate the action. They will almost never AC 18, touch 8, flat-footed 18 (–1 size, –1 Dex, +7 natural, flee or act cowardly if their lesser kind are present. +3 hide armor) hp 60 (8 HD) Half-Giant Society Fort +9, Ref +1, Will +2 Many half-giants enjoy great status in their tribes or towns Spd 30 ft. in hide armor; base 40 ft. because of their superior strength and prowess. Some, Melee greataxe +12 (2d8+9/x3) or however, find they are shunned or disrespected, becoming Ranged javelin +4 (1d8+6) loners even in a society well known for producing Base Atk +6; Grp +16 abnormal or misshapen offspring. Half-giants like Ankhar Space 10 ft., Reach 10 ft. find homes among other races, such as Atk Options Cleave, Power Attack hobgoblins, where they can leverage their Abilities Str 23, Dex 8, Con 17, Int 6, Wis 10, power and cunning. For the most Cha 7 part, a half-giant will not suffer Feats Cleave, Power Attack, Weapon as greatly as a half-elf or even Focus (greatclub) half-kender, although those Skills Climb +6, Jump +6, Listen races are partly human while the +2, Spot +3 half-giant is in a sense just a step Possessions hide armor, between ogre and hill giant. greataxe, javelin Environment Temperate hills Half-Giant Organization Solitary, pair, Characters or gang (2-5) Treasure Standard (including Because of their strength and possessions) toughness, most half-giants acquire Advancement by levels in the martial classes—barbarian, character class; ranger, and most commonly, fighter. Favored Class fighter; Their status among ogrekind affords Level Adjustment +2 them more opportunity for proper training in arms, which is why their The offspring of ogres and favored class is fighter. Half-giant hill giants (or any of the rarer clerics are usually committed to giant offshoots), half-giants Takhisis (in appropriate eras) or are an uncommon sight Sargonnas, with a growing in the hilly wastes of number in the Age of central Ansalon. While Mortals seeking answers most of them are as dull from other dark gods. and dimwitted as their There are no known parents, a rare few excel in examples of half-giant personal charisma or leadership wizards or sorcerers, as they are and take the reins of destiny from their typically less than capable of ogre brothers. mastering either art.

Monsters of Krynn  59 course of three minutes. A creature must be dead for Goblin, Cave Lord the cave lord to use this ability. This is an obese, ten-foot tall goblin with a flattened face, Goblin Charm (Sp) Three times a day, a cave lord can use broad nose, and pointed ears. Its wide mouth is filled with an innate ability to magically command up to 30 of its sharp teeth, and it has mottled gray-green skin. goblin cousins. Creatures with the goblinoid subtype must succeed on a DC 18 Will save or fall under the Goblin, Cave Lord CR 5 effects of mass suggestion (caster level 10). The save DC Usually CE Large humanoid (goblinoid) is Charisma-based. Init +5; Senses darkvision 60 ft.; Listen +9, Spot +14 Light Sensitivity (Ex) Cave lords are dazzled in bright Languages Common, Goblin sunlight or in the radius of a daylight spell. AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 Skills A cave lord has a +4 racial bonus to Hide checks. size) hp 52 (8 HD) The largest species of goblin known to Ansalon, the cave Fort +6, Ref +7, Will +3 lords are powerful tyrants of goblin society. They rule over Weakness light sensitivity large tribes of goblins and hobgoblins, sometimes even Spd 40 ft. more than one. Their immense girth and might serves to Melee* Large greatclub +6/+1 (2d8+12) intimidate and bully their followers into action. *Includes adjustment for 3-point Power Attack These individuals prefer to be called cave lords and Space 10 ft.; Reach 10 ft. find the term “goblin giant” to be derogatory. For the Base Atk +6; Grp +14 most part, they appear to be goblins; they share the same Atk Options Power Attack features, such as a flat face, sharp teeth, pointed ears, Spell-Like Abilities (CL 10th; see below) and mottled skin. Yet, they are huge when compared 3/day—goblin charm to goblins; not just in their height, which can Abilities Str 19, Dex 13, Con 15, Int 14, Wis 12, reach upwards of twelve feet, but in their weight. Cha 16 They are massively obese with many weighing SQ gluttony up to 600-700 pounds. This is not to say that Feats Great Fortitude, Improved Initiative, they are slow however, as a cave lord is still Power Attack deviously quick when it needs to be. Skills Bluff +14, Hide +9, Listen +9, Move Cave lords are also unexpectedly Silently +10, Spot +14 intelligent. They use their cunning Possessions Large greatclub against opponents who expect Environment Underground them to be sluggish and slow- Organization Solitary, gang (2 cave witted. It also allows the cave lords plus 5-10 goblins), or mob (1- lord to command his goblin 4 cave lords plus 10-20 goblins, 5 troops in battle, using them hobgoblins and 2 worg mounts) more strategically than any Treasure 50% standard (including hobgoblin or bugbear possessions) commander could. This Advancement by character class; sly intelligence coupled Favored Class rogue; Level with their overpowering Adjustment +3 strength wins them Gluttony (Su) A cave lord much respect can viciously devour a and loyalty deceased creature to among their heal itself. It gains followers. 3d8+3 hit Cave points from lords speak any goblinoid Common and creature Goblin. devoured within the Strategies minute and and Tactics 1d8+1 hit points from all other creatures. A Behind its prodigious cave lord can devour all rolls of fat, a cave lord of the sustainable flesh has a keen mind. It from a Small creature in one will take advantage minute and the flesh from of an opponent’s a Medium creature over the perception of it

60  Chapter One and feign stupidity and misunderstanding, stalling until Dragon Purge and the effects of spirits draining spells its followers can sneak in from behind, or even playing from sorcerers and mystics, had a polluting effect on the dead on occasion. It’s not afraid to fight and will do so goblin race. Others contend that the chaotic energies of with ferociousness, bellowing and bull rushing the most entities such as Malfesus (the so-called son of Takhisis and threatening opponent. Hiddukel) mutate goblins in the vicinity, creating larger If a cave lord finds itself obviously outmatched and groups of gurik cha’ahl. damaged, it will retreat with some goblin minions that it For the most part, gurik cha’ahl keep to themselves. will kill and devour to heal itself. Many of them aere old enough to remember being abandoned by their people, and those who aren’t can Cave Lord Society still perceive the resemblance between themselves and No one know exactly when or where cave lords came from, the creatures that sired them. They violently hate their but goblins claim they arrived sometime shortly after the ancestors with a passion and often consider other gurik Chaos War, throwing their weight around and quickly cha’ahl to be little better. making themselves the undisputed rulers of many the One notable exception to this rule can be found in goblin clans of Ansalon. the form of the small village Gurik P’lresse (a term that A cave lord will rarely be encountered very far from literally translates out into “ghost town”) in the goblin its lair and will always be accompanied by twenty to realm of Sikk’et Hul on Northern Ergoth. Because the thirty goblins or hobgoblins. It rarely ventures above the goblins of Sikk’et Hul are known for being slightly more surface and prefers to live a life of gluttony and sloth, civilized than their cousins, they saw fit to give the gurik having its goblin servants hunt and bring it food. Cave cha’ahl a place to call their own. The gurik cha’ahl of Gurik lords are carnivorous and eat not only meat but have also P’lresse are only slightly less resentful of this treatment but been known to practice cannibalism, devouring sniveling live in a manner similar to their cousins. goblins or cowering kobolds. If more than one cave lord is encountered, they will Sample Gurik Cha’ahl be working together, sometimes as mates or as cohorts, This creature is a misshapen and deformed humanoid. Its enslaving goblins to satisfy their greedy desires. skin is reddish-brown, and it has stringy black hair hanging from the back of its head and along its shoulders. It wears Gurik Cha’ahl the most rudimentary of clothing. The name “gurik cha’ahl” comes from the goblin This example uses a 1st-level goblin warrior as tongue for the term “ghost people.” the base creature. This name is rooted in the belief that the gurik cha’ahl are goblinoid Gurik Cha’ahl CR 1 ancestors who tried to sneak their Male gurik cha’ahl goblin warrior 1 way back into the world of the Usually CE Small humanoid living by possessing the bodies Init +2; Senses darkvision 60 ft., of their infants. The deformities scent; Listen +1, Spot –1 that mark gurik cha’ahl are Languages Common, Goblin believed to be the physical AC 14, touch 13, flat-footed 12 (+2 manifestation of the two souls Dex, +1 natural, +1 size) warring for domination of the hp 6 (1 HD) body. Fort +4, Ref +1, Will –1 Goblinoids believe it is Spd 30 ft. bad luck to kill a gurik cha’ahl Melee Small shortsword +3 and risk the wrath of other (1d4+2/19-20) or ancestors. Because of this, gurik Ranged Small sling +2 ranged cha’ahl are abandoned in the (1d3+2) wilderness, instead of killed, by Space 5 ft.;Reach 5 ft. their fellow blood relatives, as Base Atk +1; Grp –2 many would expect. Atk Options sneak attack +1d6 The gurik cha’ahl were more Abilities Str 15, Dex 13, Con 14, Int common on the continent of 10, Wis 9, Cha 4 Taladas with rare cases appearing SQ goblin blood on Ansalon. During the Age of Feats Track Mortals, however, something Skills Hide +12, Listen +1, happened to create a spike in Move Silently +8, Survival +3 the number of gurik cha’ahl Possessions Small shortsword, produced in Ansalon. Many Small sling theorize that the altering Environment Temperate plains of the land, as well as the Organization Solitary

Monsters of Krynn  61 Treasure Standard (including possessions) —Scent (Ex) A gurik cha’ahl has an extraordinary sense Advancement by character class; Favored Class rogue; of smell and gains the benefits of the scent quality. Level Adjustment +1 Abilities: Increase from the base creature as follows: Str +4, Con +2, Cha–2. Gurik cha’ahl are the hideously random mutated offspring Skills: Gurik cha’ahl gain a +6 racial bonus to Hide and of goblins. They are cast out of mainstream goblin society Move Silently. Otherwise, same as the base creature. when, after the first few years of life, their deformities Environment: Same as the base creature. begin to manifest. Challenge Rating: Same as the base creature +1. Gurik cha’ahl stand slightly taller than goblins and Alignment: As the base creature. range from around 3-1/2 to almost 4 feet tall. Gurik cha’ahl Level Adjustment: Same as the base creature +1. goblins are always stronger and tougher than their goblin brethren, regardless of the their deformities. Because Gurik Cha’ahl Characters they are left out on their own, they tend to assemble furs Ever sneaky and solitary, most gurik cha’ahl characters into makeshift breeches and other ill-fitting clothing for will eventually end up stealing something that causes them protection. to be hunted. They make excellent rogues and rangers for Gurik cha’ahl speak Goblin. Those capable of speaking this reason. Gurik cha’ahl rarely worship any gods with other languages also speak Common. the exception of Morgion, who allows them to spread The gurik cha’ahl goblin warrior presented here had the diseases that disfigure others. Left without education or following ability scores before racial adjustments: Str 13, opportunity, most gurik cha’ahl do not become wizards. Dex 11, Con 12, Int 10, Wis 9, Cha 8. Hatori Strategies and Tactics This creature resembles a monstrous alligator. Its scales As most gurik cha’ahl are loners, they have no interest in protrude from its body with rock-shaped patterns in earth- engaging in prolonged combat. They tend to keep hidden tone hues of red, ochre, and ivory. among the overgrowth of an area and track their quarry until an advantageous opportunity presents itself. A gurik Hatori CR 8 cha’ahl will then attack from a distance with its sling and, if Usually CN Large dragon (earth) pressed into melee, will resort to the use of a short sword. Init +3; Senses darkvision 60 ft., low-light vision, scent, Since most gurik cha’ahl are solitary in nature, they tremorsense 60 ft.; Listen +11, Spot +11 prefer to attack solitary targets, save on the rare occasions when they form packs, and will under no circumstances fight against overwhelming odds. A gurik cha’ahl usually attacks only to steal something of value that might aid in its survival. Creating a Gurik Cha’ahl “Gurik cha’ahl” is an inherited template that can be added to any creature with the goblinoid subtype (referred to hereafter as the “base creature”). A gurik cha’ahl uses all the base creature’s statistics and special abilities except as noted here. Armor Class: The base creature’s natural armor improves by +1. Special Attacks: Gurik cha’ahl retain all of the special attacks of the base creature and gain the following special attack. —Sneak Attack (Ex) Gurik cha’ahl are skilled at striking a target’s weak points and add +1d6 damage to attacks when their opponent loses its Dexterity bonus to AC or is flat-footed. This ability is identical to the rogue class feature of the same name and stacks with any other sneak attack bonus. Special Qualities: Gurik cha’ahl retain all of the special qualities of the base creature and gain the following.

62  Chapter One Languages Draconic Hatori speak Draconic, though they rarely care to AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 engage in discussion with any creature that isn’t obviously size) more powerful than it, such as a true dragon. hp 115 (10 HD); DR 10/magic Immune paralysis, sleep Strategies and Tactics Fort +13, Ref +10, Will +9 A hatori’s favored tactic is to hide in the desert terrain, Spd 10 ft.; burrow 60 ft.; improved burrow; Run disguised as an outcropping of rocks, and wait for victims Melee bite +15 (2d6+6) and tail +10 (1d8+3) to get nearby. Hatori packs will often find spots near oases Space 10 ft.;Reach 5 ft. or other desirable resting areas and rip to shreds any Base Atk +10; Grp +20 creature they cannot first swallow whole. The older and Atk Options improved grab (bite), pounce, swallow whole larger hatori get, the more territorial they become and, Abilities Str 23, Dex 16, Con 21, Int 7, Wis 14, Cha 10 because of this, usually hunt alone. Even though hatori Feats Run, Skill Focus (Hide), Skill Focus (Survival), Track wait to ambush a foe, once they’ve made their attack on Skills Hide +15*, Listen +11, Move Silently +11, Spot +11, an intended victim, they relentlessly pursue it through the Survival +18 desert. Environment Temperate deserts Organization Solitary or pack (2-5) Horax Treasure None This insectoid creature looks like a six-foot long centipede. Advancement 11-15 HD (Huge), 16-30 HD (Gargantuan), It has a segmented shell of blue-black chitin. Large and 31-45 HD (Colossal); Level Adjustment — powerful mandibles jut out just below its beady eyes. It rears Improved Burrow (Ex) Burrowing through sand is the up cobra-like, displaying a mottled yellow-green underbelly. most natural form of movement for a hatori, and as such, it can take the run action and charge while Horax CR 2 burrowing, provided it burrows in a straight line. Always N Medium vermin Improved Grab (Ex) To use this ability, a hatori must hit an Init +7; Senses darkvision 60 ft., tremorsense 100 ft.; Listen +5, opponent of up to one size smaller with its bite attack. Spot +5 It can then attempt to start a grapple as a free action AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural) without provoking an attack of opportunity. If it wins hp 26 (4 HD) the grapple check, it establishes a hold and can try to Immune vermin traits swallow the opponent in the following round. Fort +6, Ref +4, Will +1 Pounce (Ex) If a hatori charges an opponent, it can make a Spd 30 ft.; burrow 20 ft.; climb 30 ft. full attack. Melee bite +6 melee (1d6+2) Swallow Whole (Ex) A hatori can try to swallow a grabbed Space 5 ft.;Reach 5 ft. opponent of up to two sizes smaller by making a Base Atk +3; Grp +5 successful grapple check. Once inside, the opponent Atk Options improved grab (bite), pounce, rake (1d4+2) takes 2d8+6 points of crushing damage and 6 points of Abilities Str 15, Dex 16, Con 15, Int —, Wis 10, Cha 3 acid damage per round from the hatori’s digestive juices. Feats Improved Initiative, Weapon Focus (bite) A swallowed creature can cut its way out by dealing 25 Skills Climb +14, Listen +5, Spot +5 points of damage to the hatori’s digestive tract (AC 15). Environment Underground Once the creature exits, muscular action closes the hole; Organization Infestation (3-30) or nest (50-100) another swallowed opponent must cut its own way out. Treasure No coins, 50% goods, 50% items Skills: A hatori has a +10 racial bonus on Hide checks when Advancement 5-8 HD (Medium), 9-12 HD (Large); Level in its native desert terrain. Adjustment — Improved Grab (Ex) To use this ability, a horax must hit with Much like , hatori are distant cousins of true its bite attack. It can then attempt to start a grapple as a free dragons. The hatori resembles a cross between a dragon action without provoking an attack of opportunity. If it and a rather large crocodile. It is a desert creature wins the grapple check, it establishes a hold and can rake. (commonly known as a sandwyrm for its relation to Pounce (Ex) If a horax charges a foe, it can make a full attack, dragons) with a rock-like hide. Hatori have naturally including two rake attacks. adapted to “swim” just beneath the desert sands and have Rake (Ex) Attack bonus +5 melee, damage 1d4+2. very limited movement when placed upon a hard surface. Skills A horax has a +8 racial bonus on Climb checks and can Hatori are also known for their role in the parentage of the always choose to take 10 on Climb checks, even if rushed tylors—a crossbreed that occurs when hatori mate with or threatened. true dragons. A hatori’s body usually stretches from 10 feet, known Horaxes are relatives of the monstrous centipedes that to reach up to 50 feet in length, and weighs a little less than infest subterranean areas. They are vicious creatures and one ton. Certain tales speak of “greater hatori” reaching will attack a single opponent until one or the other falls. lengths akin to some of the larger dragons native to A horax has twelve legs, and its color, though most Ansalon. commonly dark blue, can also take on a faded gray hue

Monsters of Krynn  63 with blue-mottled specks. A horax is about 6 feet long +5, Spot +5 and weighs 300 pounds. The horax is the greatest AC 22, touch 10, flat-footed 19 (+3 Dex, pest amongst mountain dwarves who happen +12 natural, –3 size) to stumble upon nests of hp 400 (32 HD) the beasts. On occasion, Immune vermin traits a few horaxes will make Fort +26, Ref +13, Will +10 their way unbidden into dwarven Spd 30 ft.; burrow 20 ft.; climb 30 ft. settlements and lead to a citywide Melee bite +37 melee (3d6+15) infestation. Space 20 ft.;Reach 15 ft. Horaxes are primarily Base Atk +24; Grp +51 hunters, but if the need arises, Atk Options improved grab (bite), pounce, they will scavenge and feed rake (2d6+15) upon carrion as they Special Actions trample find it. Abilities Str 41, Dex 16, Con 27, Int —, Wis 10, Cha 3 Strategies Feats Improved Initiative, Weapon and Tactics Focus (bite) Skills Climb +27, Listen +5, Spot +5 Horax tactics are simple. Environment Underground When they spot a victim, Organization Solitary they’ll charge and pounce Treasure No coins, 50% to attack. The horax will goods, 50% items attempt to establish Advancement 33-64 a grab and, when HD (Gargantuan); Level it has one, will Adjustment — try to maintain it at Improved Grab (Ex) all costs in order to To use this ability, an deal damage with its bite earthshaker horax and rakes. Horaxes will only must hit with its concentrate on one enemy at a time bite attack. It can then until it is killed. attempt to start a grapple as a free A horaxes’ climbing ability gives it a tactical advantage action without provoking an attack of opportunity. If within tunnels, and multiple horaxes will attack one foe it wins the grapple check, it establishes a hold and can from the ceiling and walls of a tunnel in addition to those rake. on the floor. Pounce (Ex) If an earthshaker horax charges a foe, it can Improved Grab (Ex) To use this ability, a horax make a full attack, including two rake attacks. must hit with its bite attack. It can then attempt to start Rake (Ex) Attack bonus +36 melee, damage 2d6+15. a grapple as a free action without provoking an attack of Trample (Ex) 2d6+22, Reflex DC 41 half. The save DC is opportunity. If it wins the grapple check, it establishes a Strength-based. hold and can rake. Skills An earthshaker horax has a +8 racial bonus on Pounce (Ex) If a horax charges a foe, it can make a full Climb checks and can always choose to take 10 on attack, including two rake attacks. Climb checks, even if rushed or threatened. Rake (Ex) Attack bonus +5 melee, damage 1d4+2. Skills Horaxes have a +8 racial bonus on Climb checks. Huldrefolk A horax can always choose to take 10 on Climb checks, This is a small, hairless humanoid creature with gray skin. even if rushed or threatened. Its body is thin and supports a large bulbous head with a small slit-like mouth, tiny nostrils instead of a nose, and Earthshaker Horax large pitch-black eyes. On occasion, a horax will reach truly incredible size, whether by magical experimentation or freak mutation. Earth Huldrefolk CR 8 Examples of these enormous horaxes were thought to Always N Small fey (extraplanar) only exist in the darkest reaches of Taladas until one such Init +6; Senses darkvision 120 ft., low-light vision; Listen specimen, nearly sixty feet long, surfaced near Thoradin +3, Spot +3 after the War of Souls. This so-called earthshaker horax Languages Common, Draconic, Huldrefolk, Sylvan terrorized Severus Stonehand’s dwarves for over a week. AC 21, touch 17, flat-footed 15 (+6 Dex, +4 natural, +1 size) hp 30 (6 HD); DR 10/cold iron Earthshaker Horax CR 12 SR 23 (arcane spells only) Always N Gargantuan vermin Fort +3, Ref +11, Will +8 Init +6; Senses darkvision 60 ft., tremorsense 100 ft.; Listen Weakness light sensitivity

64  Chapter One Huldrefolk and the Gates

hroughout Krynn stand twelve monolithic more radical, theories have presented themselves over Tfixtures made of standing stones in circular time. formation. Among the known locations of these A recent idea proposed by Aleck uth-Kinear, an monoliths are New Swamp, the Desolation, Aesthetic from the Great Library of Palanthas, claims Dimernesti, the goblin nation of Sikk’et Hul, and this departure occurred for less altruistic reasons. The Nightlund. Scholars feel these sites act as portals to the huldrefolk found that the longer they stayed upon Etheral Sea, though sorcerers and wizards who have Krynn, the more the world changed and altered them, tried to unlock their secrets either come away with enhancing their ties to nature and ultimately dulling little information or are never heard from again. their extraplanar nature. In his article, uth-Kinear Huldrefolk scholars agree that it was these gates argues that the huldrefolk were the ancestors to all fey that allowed the huldrefolk to conduct their exodus creatures on Krynn—from dryads to nymphs, sprites from Krynn millennia ago near the end of the Age of to , and even other denizens of nature that have Starbirth. The exact reason for this sudden departure yet to be catalogued. Uth-Kinear purports that his is unknown. Some speculate that the huldrefolk saw claims are based upon writings found in the ancient the rise of the mortal races and chose to bow out of huldre tongue at sites surrounding the (now undead- the world’s affairs, realizing their time was done. Other, free) Nightlund portal.

Spd 40 ft. Earth Control (Sp) Once per day per Hit Die, a huldrefolk Melee 2 claws +10 (1d4–2) and bite +5 (1d6–2) or has the ability to exercise a limited amount of control Melee touch +10 (1d4 Constitution drain [Fort DC 18]) over items or creatures related to earth. He can use any Space 5 ft.;Reach 5 ft. of these spell-like abilities as a standard action, but can Base Atk +3; Grp –3 never use any combination of the abilities granted by his Sorcerer Spells Known (CL 8th, +10 melee touch, +10 earth control more than his daily allotment. ranged touch) Earth Merge—This ability allows the huldrefolk to merge 4th (4/day)—spike stonesD (DC 19) his body with earth or stone. This ability works just like 3rd (6/day)—earthen shield, stone shapeD meld into stone, except the huldrefolk may meld into any 2nd (7/day)—blur, soften earth and stoneD, stone shards earthy substance. A huldrefolk can remain merged with (DC 17) earth indefinitely. 1st (8/day)—burning hands (DC 16), charm person (DC Earth Shape—This ability allows the huldrefolk to assume 16), identify, magic stoneD, ray of enfeeblement the form of a Medium or smaller earth elemental or 0 (6/day)—acid splash, detect magic, ghost sound (DC any creature with the earth subtype. The huldrefolk 15), message, ray of frost, resistance, touch of fatigue gains all of the extraordinary special qualities, as well as (DC 15) supernatural abilities, of the new form but no spell-like D: Domain spell. Domain: Earth. abilities. The huldrefolk does not regain lost hit points Abilities Str 7, Dex 22, Con 12, Int 18, Wis 17, Cha 20 when it changes. SQ earth control (CL 8th), light transparency Earth Speak—This ability works likespeak with animals, Feats Heighten Spell, Toughness, Weapon Finesse except the huldrefolk is able to communicate with Skills Bluff +14, Concentration +9, Decipher Script +13, creatures or elements related to earth. Hide +19, Knowledge (arcana) +13, Knowledge (the Earth Stride—This ability works liketree stride save with a planes) +13, Listen +3, Move Silently +14, Sense Motive transport range of 500 feet and only through earth or +12, Spellcraft +15 (+17 deciphering scrolls), Spot +3, stone. Use Magic Device +14 (+16 involving scrolls) Light Sensitivity (Ex) Huldrefolk are dazzled in bright Environment The Ethereal Sea sunlight or within the radius of a daylight spell. Organization Solitary Light Transparency (Ex) Huldrefolk are rendered invisible Treasure No coins or goods; double items in bright sunlight or within the radius of a daylight spell. Advancement 7-12 HD (Small); Level Adjustment +8 This effect lasts as long as the huldrefolk is within the Ability Drain (Su) Living creatures hit by a huldrefolk’s proper lightning and does not fade if he attacks. touch attack must succeed on a DC 18 Fortitude save or take 1d4 points of Constitution drain. The save Huldrefolk are considered Krynn’s primal fey. They are DC is Charisma-based. On each successful attack, the accomplished natural sorcerers, and each individual huldrefolk gains 5 temporary hit points. huldrefolk is bound to a certain domain of creation. Arcane Resistance (Ex) A huldrefolk effectively has a spell Little is truly known about huldrefolk, as the race all resistance of 23 against all arcane spells (including but disappeared from the face of Ansalon millennia ago, wizard, bard, and sorcerer spells). They have no spell leaving only a few individuals behind. resistance against divine spells (including cleric, druid, Huldrefolk generally stand around 2-1/2 feet tall and and mystic spells). weigh about 20-30 pounds. Their gray features are delicate

Monsters of Krynn  65 and well-formed. Their mouths are filled with tiny sharp huldrefolk may meld into his associated domain. A teeth, and their fingers are long and end in small claws. huldrefolk can remain merged with his associated domain Huldrefolk will often use their domain shape ability to indefinitely. take on features reminiscent of their associated domain. Domain Shape— This ability allows a huldrefolk with Huldrefolk are often malleable in attitude, and respond in a the Air, Earth, Fire, or Water domains to assume the form like manner to those who approach them. of an elemental creature of the appropriate subtype. Thus The huldrefolk are rumored to have come from a a huldrefolk with the Earth domain could change shape plane beyond Krynn, one they call “the Gray,” where into a Medium earth elemental. Huldrefolk with the Plant spirits reside and other creatures of magic dwell. Scholars domain can change shape into plants, and those with believe that the plane referred to is the Ethereal Sea. Many the Animal domain can change shape into animals. The myths perpetuate in the scholarly community about the huldrefolk gains all of the extraordinary special qualities, huldrefolk—some say they have the ability to possess as well as supernatural abilities, of the new form but no those slain with a simple touch, while others claim that spell-like abilities. The huldrefolk does not regain lost hit sunlight can kill or trap them. Many of these claims are points when it changes. false though, as with all myths, are based on some kernel Domain Speak—This ability works likespeak with of truth. animals, except the huldrefolk is able to communicate with Huldrefolk speak their own language as well as creatures or elements associated with the domain. In the Common, Draconic, and Sylvan. case of the elemental domains, the huldrefolk is able to tap into the deeper spark of ambient magic that resides in all Strategies and Tactics things. Huldrefolk prefer to keep their distance and rely on Domain Stride—This ability works like tree stride save spells. If they are obviously outmatched, they’ll close in to with a transport range of 500 feet regardless of the domain. perform touch attacks and drain the Constitution scores Spells: A huldrefolk casts arcane spells as an 8th-level of their opponents before retreating (usually through their sorcerer. However, each huldrefolk must choose from Air, domain stride) to unleash their spells on their opponents. Animal, Earth, Fire, Plant, or Water as a domain (much like a mystic). The huldrefolk’s known spells must include Huldrefolk Domains the spells provided by his domain. These spells are cast Domain Control (Sp) Once per day per Hit Die, a as arcane spells. The huldrefolk does not gain the granted huldrefolk has the ability to exercise a limited amount of power of the domain (see Domain Control). control over items or creatures related to his domain of choice (see below). Imp, Vapor He can use any of these abilities This two-foot tall humanoid’s skin is red with a protruding as a standard action but can belly. It sports harlequin-like features and a pair of never use any combination curved horns. A red mist perpetually oozes from its of the abilities granted by body. his domain control more than his daily allotment. All Imp, Vapor CR 1 abilities are used as a sorcerer Always CE Tiny outsider (air, native, water) with a caster level equal to the Init +3; Senses Listen –1, Spot +4 huldrefolk’s racial Hit Dice Languages telepathy 100 ft. plus 2. AC 15, touch 15, flat-footed 12 (+3 Domain Merge—This ability Dex, +2 size) allows the huldrefolk to hp 11 (2 HD) merge his body with Immune electricity that of his Fort +4, Ref +6, Will +2 associated Spd 20 ft.; swim 30 ft. domain. Melee 2 touches +2 each (1d4 cold) This ability and sting +0 (1d2– 2 works just plus 1d4 cold) like meld into stone, except the

66  Chapter One Space 2-1/2 ft.;Reach 0 ft. Vapor imps constantly cackle, Base Atk +2; Grp –8 groan, and scream, and as such, Spell-Like Abilities (CL 5th) cannot speak any languages. They At will—gaseous form rarely communicate with non- Abilities Str 6, Dex 17, Con 12, Int vapor imps with their telepathy. 10, Wis 9, Cha 15 SQ spontaneous generation Strategies and Feats Multiattack Tactics Skills Balance +10, Bluff +7, Climb +10, Vapor imps are malevolent Escape Artist +8, creatures that rarely attack Hide +11 (+8 size individuals with the intention +3 Dex), Listen of doing direct harm. They –1, Spot +4, Swim prefer to coalesce on a +2, Tumble +8 ship and materialize Environment Warm all at once with the aquatic intention of ruining Organization Mob (10- the ship and stealing 100) any valuables onboard. Treasure None The imps carry on Advancement 3-6 their business, ignoring HD (Tiny); Level anybody who doesn’t Adjustment +3 interfere. Should their (cohort) victims try to stop the Cold (Ex) A vapor imps, they swarm the imp’s body generates creature and attack or push it intense cold, causing off the edge of the boat. opponents to take an extra 1d4 points of Kalothagh cold damage every time the This dull-green, twelve-foot-long fish creature succeeds on a touch or resembles a cross between a giant trout and a sting attack. Creatures attacking a vapor pincushion. Its back is covered in spines and spurs, and its imp unarmed or with natural weapons take this same fins are spiked. It has an upward-hinging jaw and moves cold damage each time one of their attacks hits. through the water like a shark. Spontaneous Generation (Su) Whenever a vapor imp is hit by an attack that deals electrical damage, it makes Kalothagh CR 2 a DC 15 Constitution check. On a success, the imp Always N Large animal (aquatic) reproduces, generating an exact duplicate of itself. On a Init +6; Senses low-light vision; Listen +1, Spot +1 failure, nothing happens. AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 Skills: A vapor imp gains a +8 racial bonus on all Climb size) checks. It also gains a +8 racial bonus on any Swim hp 22 (4 HD) check to perform some special action or avoid a hazard. Fort +5, Ref +6, Will +2 It can always choose to take 10 on a Swim check, even Spd swim 60 ft.; bladder if distracted or endangered. It can use the run action Melee 4 spines +4 each (1d6 plus poison and spine while swimming, provided it swims in a straight line. proximity) and bite –1 (1d4–2) Ranged 4 spines +5 each (1d6 plus poison and spine Vapor imps are descendents of regular imps who passed proximity) from the Abyss to Krynn when the First Cataclysm struck. Space 10 ft.; Reach 5 ft. They are more commonly known throughout Ansalon Base Atk +3; Grp +5 as Blood Sea imps for the body of water they are most Atk Options spine proximity frequently found in. Since the cessation of the Maelstrom, Abilities Str 6, Dex 15, Con 12, Int 2, Wis 12, Cha 2 however, vapor imps have begun to migrate into other Feats Improved Initiative, Weapon Finesse waters as well. Skills Hide +2, Listen +1, Spot +1, Survival +4 Vapor imps are cruel and vicious creatures that live Environment Warm aquatic only to cause destruction to unsuspecting vessels. Their Organization Solitary or school (2-10) skin is a slick crimson color, and their facial features are Advancement 5-8 HD (Large), 9-12 HD (Huge); Level exaggerated, as they sport a perpetual toothy grin beneath Adjustment — their large and bulbous nose. They are almost 2 feet tall Bladder (Ex) A kalothagh has a bladder lining its body and weigh around 20 pounds. which it can fill with air as a full round action to make

Monsters of Krynn  67 an escape when it is in danger. A kalothagh that inflates its bladder floats belly-up toward the surface at a rate of 120 feet per round. The kalothagh may deflate its bladder as another full round action. While floating in this manner, a kalothagh may take no other actions. Poison (Ex) Injury; Fort DC 14; 1d6 Dex/2d6 Dex. The save DC is Constitution- based. Spine Proximity (Ex) Any creatures within 5 rudimentary cunning affords them some understanding of feet of a kalothagh must succeed at a DC 14 Reflex save when a fight is going poorly for them, and few pricklebacks each round or take damage as if having been shot by will engage in an extended battle. the kalothagh’s spines. The save DC is Dexterity-based. Any creature hurt by a kalothagh’s spines through this Kani Doll method or its attack must succeed at a DC 14 Reflex This is a crudely formed doll made of badly sewn cloth save, or the barbed spines will hook in the creature’s and stuffed with hay. It is dressed in worn and ragged flesh, causing the spine to detach from the kalothagh. peasant clothing with wooden buttons and boots. Despite its Removing the spines results in another 1d4 points of otherwise fabricated appearance, the doll has a mouth full damage. A kalothagh is assumed to have 2d8+16 spines of sharp teeth and possesses a wicked-looking expression of at any given time. It takes one week for its spines to malice. grow back. Spines used for a ranged attack underwater never take more than a –4 penalty. Kani Doll CR 1 Always CE Diminutive construct (evil) Kalothaghs (often known as “pricklebacks” by mariners) Init +3; Senses darkvision 60 ft., low-light vision; Listen +0, are large fish that usually patrol tropical waters. They are Spot +0 never used for food due to the weak paralytic poison Languages Common that permeates their flesh; however, on occasion, certain AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size) primitive societies will catch them and use their poisonous hp 11 (2 HD) spines for weapons. Immune construct traits Kalothaghs are extremely large fish likely related to Fort +0, Ref +3, Will +0 sharks. They are usually no less than 12 feet long and weigh Spd 20 ft.; scamper 500 pounds. Kalothaghs have a green body that fades into Melee bite +8 (1 point ability damage) an almost-brown color and is covered in many spines. Space 1 ft.;Reach 0 ft. Their eyes are wide and yellow, and they have a weak jaw Base Atk +1; Grp –16 (+0 if attached) that hinges upward like a trout. Atk Options attach Abilities Str 1, Dex 16, Con —, Int 6, Wis 10, Cha 3 Strategies and Tactics Feats Weapon Finesse A kalothagh prefers to shoot its spines at enemies and Skills Hide +16, Jump +10, Listen +0, Move Silently +6, Spot +0 will only use its weak bite if necessary. Although they Environment Any are carnivorous, they will not seek out prey of Medium Organization Solitary or horde (2-20) or larger size, which does mean Small creatures are Treasure None occasionally attacked by one or two kalothagh. Their Advancement —; Level Adjustment —

68  Chapter One Ability Damage (Su) Kani dolls are too for one round. weak to deal any serious damage with Skills: Kani dolls have a their bites, but they are feared for +6 racial bonus to Jump their ability to literally chew away checks. A kani doll uses its at the spirit and life-force of their Dexterity modifier instead victims. A kani doll’s bite attack delivers of its Strength modifier when 1 point of ability damage with a successful making Jump checks. hit or each round it remains attached to the victim. The ability affected depends on the nature The kani doll is a popular charm of the doll (see table below). and children’s toy throughout rural and primitive communities Kani Doll Type Ability Damage across Ansalon. Hedge Bear Constitution wizards, creating a kind of Bull Strength beneficial totem, imbue Cat Dexterity some with minor magic; Eagle Charisma occasionally, this Wisdom process is tainted Fox Intelligence by the influence Human Intelligence of evil forces, and Charisma the harmless toy Owl Wisdom becomes a cruel and Rabbit Dexterity wicked killer. Tiger Strength A kani doll Turtle Constitution can look like any child’s doll, Attach (Ex) Kani dolls establish from a stuffed a surprisingly firm hold on animal their victims. To use this carefully ability, the kani doll must sewn with first succeed on a bite attack. feathers or It is then effectively grappling with fur to a miniature its victim. The kani doll loses its Dexterity bonus to cloth or wooden figurine with the AC, leaving it with an AC of 16, but holds on with great appearance of a baby. The appearance tenacity. Kani dolls have a +16 racial bonus on grapple of the kani doll usually conforms to checks (already figured into the Attack/Grapple the beneficial association or charm entry above). A kani doll deals ability score damage the doll is intended to provide. In every round it remains attached. An attached kani the case of kani dolls possessed by doll can be struck with a weapon or grappled itself. evil spirits, the appearance becomes twisted into a darker To remove an attached kani doll through grappling, the reflection. Most gain pointed teeth and malicious grins. opponent must achieve a pin against the kani doll. The statistics provided above are suitable for the Scamper (Ex) Kani dolls are capable of bursts of speed. Three majority of kani dolls. Some few kani dolls possess times a day, the kani doll can double its base speed to 40 feet a limited flight speed, especially those designed in Kani Doll Charms

eneficial kani dolls have been used since the early any given race). It grants a +2 enhancement bonus Bdays of nomadic peoples on Ansalon to protect to a specified ability score as long as they are in the children and ward off evil. The practice fell into possession of the child. In addition, once per day decline during the Age of Might as more and more or whenever the child is asleep, a kani doll grants a kani dolls created were inhabited by evil spirits, but protection from evil effect on the child so long as the some tribes of nomads or rural communities still craft doll is in the child’s possession. them. One in every ten kani doll charms becomes Moderate abjuration and transmutation; CL 3rd; the home of an evil spirit and must immediately be Craft Wondrous Item, protection from evil, bear’s destroyed, lest it attack its creator and anybody else it endurance (bear, turtle) or bull’s strength (bull, tiger) or encounters. eagle’s splendor (eagle, lion) or cat’s grace (cat, rabbit) A kani doll only provides its benefits to children or owl’s wisdom (elephant, owl) or fox’s cunning (fox, (defined as immature or pre-adolescent members of human); Cost 3000 stl; Price 3000 stl.

Monsters of Krynn  69 the semblance of birds. For the most part, however, Immune undead traits appearances are purely cosmetic. Resist Honor-bound; SR 14 Kani dolls are usually between 6 to 10 inches in length. Fort +2, Ref +3, Will +9 They weigh less than a pound. Spd 20 ft.; fly 20 ft. (perfect) in+1 full plate; base 30 ft., fly Kani dolls can speak the language of their creator as 30 ft. (perfect) well as Common, but they usually only do so when their Melee +2 longsword +9 (1d8+4/19-20) true natures have been revealed. Space 5 ft.;Reach 5 ft. Base Atk +4; Grp +6 Strategies and Tactics Spell-Like Abilities (CL 8th) Kani dolls prefer to lie in wait, pretending to be inanimate At will—detect chaos, detect evil (or detect good if evil), toys until they are alone with their victim or it is dark. detect magic They usually leap upon the victim and try to maintain a Abilities Str 15, Dex 13, Con —, Int 6, Wis 17, Cha 15 hold, delivering a debilitating bite. SQ horrific appearance, rejuvenation, +2 turn resistance Feats Honor-bound, Mounted Combat, Weapon Focus Construction (longsword) An evil kani doll is crafted from simple materials, such Skills Knowledge (nobility and royalty) +9, Knowledge as straw, wood, cloth, and paint. The materials cost 10 (religion) +1, Listen +3, Move Silently +9, Ride +5, Spot stl. Creating the doll requires a DC 12 Craft check, the +3 exact nature of the craft dependent on the doll (sewing Possessions +1 full plate, +1 heavy steel shield, +2 longsword for a rag doll, carpentry for a wooden doll, pottery for Environment Temperate plains a ceramic doll). After the doll is created, it is animated Organization Solitary or unit (3-8) through an extended ritual that requires a specially Treasure 50% items plus possessions prepared laboratory or workroom, similar to an alchemist’s Advancement 8-16 HD (Medium); Level Adjustment — laboratory, and costing 500 stl to establish. If the creator is Horrific Appearance (Su) Any living creature within 60 personally crafting the doll, the doll’s crafting and the ritual feet that views a knight haunt must make a successful can be performed together. DC 16 Fortitude save or immediately take 1d4 points A kani doll with more than 2 HD can be created, but of Strength damage. The save DC is Charisma-based. each additional Hit Die adds +2000 stl to the cost to create. These instructions are for deliberately creating an evil kani doll that will serve its creator. Kani dolls that become malicious on their own accord usually seek to destroy their creator and arise in the standard charm making process (see sidebar). Craft Construct (see Monster Manual, page 303), chill touch, haste, lesser planar binding, mending, caster must be at least 7th level; Price — (never sold); Cost 1010 stl + 41 xp. Knight Haunt A suit of knightly armor, with accompanying , seems to float in the air independent of an actual body. A vague golden glow fills out the equipment in the absence of a wearer. The armor is patterned in swirling symbols, and emblazoned across the breastplate is a stylized kingfisher with a rose in one claw, a sword in the other, and a crown above it. Knight Haunt CR 7 Often LG Medium undead Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3 Languages Common, Solamnic AC 25, touch 13, flat-footed 24 (+9 armor, +2 deflection, +1 Dex, +3 shield) hp 54 (8 HD); DR 5/adamantine

70  Chapter One A creature that successfully saves against this effect to. They respect their opponents and many choose not to cannot be affected by the same knight haunt’s horrific attack or threaten women, children, or the elderly. Those appearance for 24 hours. knight haunts that have sworn to defend a location or an Rejuvenation (Su) A knight haunt that is destroyed will individual will fight unerringly to protect their charge. usually restore itself at the rise of the next full moon that corresponds to its alignment (Solinari if good, Kyrie Lunitari if neutral, or Nuitari if evil). Knight haunts The kyrie are tall humanoids with bodies covered in brown whose armor or weapons have been taken may attempt and gold feathers. They have powerful, feathered wings to manifest within the armor with a successful DC 16 instead of arms, with human hands, and their legs end level check (1d20 + knight haunt HD). If the armor in eagle-like talons. Their faces are human with arched is being worn by another person, it immediately falls eyebrows, high cheekbones, and feathery sideburns. apart and reforms around the knight haunt’s spirit. If the knight haunt’s weapon or shield is being carried by Kyrie CR 2 another person, the knight haunt can attempt to wrest Often N Medium monstrous humanoid it free with a successful Charisma check opposed by Init +2; Senses darkvision 60 ft.; Listen +2, Spot +1 the bearer’s Strength check. Pouring holy water on the Languages Auran, Kothian armor, or casting a hallow spell upon the area where the AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) knight haunt was destroyed, frees the knight haunt from hp 18 (4 HD) its undeath and allows it to pass out of the world and Fort +3, Ref +7, Will +5 through the Gate of Souls. Spd 20 ft.; fly 50 ft. (good) Melee 2 claws +7 each (1d6–1) or Knight haunts are the spectral remains of members of one Melee handaxe +7 (1d6–1/x3) of Krynn’s Knightly Orders whose spirits now inhabit the Space 5 ft.;Reach 5 ft. armor and weapons they bore in life. Base Atk +4; Grp +3 A knight haunt looks like a floating suit of highly Mystic Spells Known (CL 3rd, +7 melee touch, +7 ranged polished and well-maintained armor, bearing a shield, and touch) weapon of similar quality. The type of armor, shield and 1st (6/day)—calm animalsD (DC 12), cure light wounds weapon can vary depending on those borne by the knight (DC 12), sanctuary (DC 12), shield of faith when it was alive; the previous stat block represents a 0 (6/day)—create water, detect magic, guidance, typically well-equipped example. A golden light forms the mending, purify food and drink vague outline of the body of the knight, but no features can D: Domain spell. Domain: Animal. be distinguished. Spell-Like Abilities (CL 4th) Up until the Chaos War, almost all knight haunts were 1/day—speak with animals (from Animal domain) former Knights of Solamnia who, for some reason, were Abilities Str 8, Dex 16, Con 10, Int 10, Wis 13, Cha 10 unable to pass onto the hereafter. Many had fallen in battle Feats Great Fortitude, Weapon Finesse and had unfinished business, while others remained after Skills Handle Animal +3, Knowledge (nature) +5, Listen death as guardians of places which they had once sworn +2, Survival +6 (+8 above ground) to defend. With the formation of the Knights of Takhisis, Possessions handaxe (2) a few fallen individuals of that Order also rose as knight Environment Warm mountains haunts. The War of Souls brought about a marked rise in Organization Solitary, flock (5-15), or aerie (10-30) the numbers of knight haunts, not only the from Solamnics Treasure 50% standard (including possessions) and Dark Knights, but also some members of the Legion Advancement by character class; Favored Class mystic; of Steel. However, after the return of the gods and the Level Adjustment +3 opening of the Gate of Souls once again, these numbers Mystic Abilities: A kyrie has the domain and spells of a dropped considerably. 3rd-level mystic. A kyrie who takes additional levels in All knight haunts are honorable, just, and continue mystic adds his innate mystic level to his class level to to possess the knowledge of the code they held to when determine his spellcasting ability. Kyrie prefer the Air, they were living. However, their undead nature has Animal, or Sun domains. reduced them to a fraction of their living intelligence. Unfortunately for the knights, their minds are locked into The kyrie are an avian race with a strong connection to a rigid state not unlike the hard steel of their plate armor, nature and a deep distrust of other races. fixated on their undying task. Kyrie, fairly rare outside of Mithas and Kothas, are The knight haunt described in the previous stat block considered one of the lost races of Ansalon. Even on the represents a former Knight of Solamnia. Other magic arms aforementioned Blood Sea Isles, the kyrie are a fairly and armor are possible. reclusive lot, though their fiercely territorial nature has brought them into steeped conflict with the equally Strategies and Tactics domineering minotaurs. Knight haunts retain all the skill and training they had Kyrie stand slightly taller than humans and, because in life, as well as the codes of conduct they once adhered of their wiry frames and hollow bones, usually weigh no

Monsters of Krynn  71 more than 90 pounds. Their usual life-expectancy is 120 totalitarian nature the minotaurs are now assuming under years, reaching maturity at the age of 16. their new Emperor Hotak. Kyrie speak Auran as well as Kothian. A rare few speak When not at war, the kyrie couldn’t be more different. Common. In their mountainous cave-homes, they maintain a delicate and poetic lifestyle and often entertain themselves by Strategies and Tactics composing avian-inspired melodies. Kyrie tend to shy away from unnecessary combat as they aren’t built sturdily enough for it. That said, when they find Kyrie as Characters tresspassers on their territory, they will fight furiously and Kyrie leaders are often fighters with a few levels of mystic, will die in battle before allowing themselves to be taken while many of their shamans take more levels in mystic to captive. When battle occurs, they prefer to first drop rocks augment their pre-existing magical abilities. Kyrie revere and items upon their enemies, then slash with their claws Chislev, whom they call Askyren, a word which translates from the air or land and do combat with their handaxes. roughly into common as “Winged Mother.” Kyrie characters possess the following racial traits. Kyrie Society — –2 Strength, +6 Dexterity, +2 Wisdom. The kyrie, thought to have descended from a group of —Medium size. bird-adoring humans gifted by Chislev, once resided on —A kyrie’s base land speed is 20 feet. It also has a fly coastal islands all over Ansalon’s tropical northeast. They speed of 50 feet (good). would commonly make nomadic circuits from island to —Darkvision 60 feet. island all over the continent, usually completing ten such —Racial Hit Dice: A kyrie begins with four levels of journeys in their life. monstrous humanoid, which provide 4d8 Hit Dice, a base Many years ago, the kyrie were forced to give up this attack bonus of +4, and base saving throw bonuses of Fort lifestyle when tensions with the minotaurs reached their +1, Ref +4, and Will +4. zenith. Ever since, the kyrie have mostly remained on the —Racial Skills: A kyrie’s monstrous humanoid levels Blood Sea Isles, carrying out a savage war against those who they consider invaders, often striking at fringe settlements. Ultimately, scholars feel this is a war the kyrie have no hope of winning, one which will eventually bring about their own extinction. This fact is only compounded by the

72  Chapter One give it skill points equal to 7 x (2 + Int modifier). Its class skills are Handle Animal, Knowledge (nature), Listen, and Lizardfolk, Survival. —Racial Feats: A kyrie’s monstrous humanoid levels Jarak-Sinn give it two feats. This brawny, stoop-shouldered reptilian humanoid is covered — +2 natural armor bonus. in green scales. Its head is like a crocodile’s, and bony ridges —Spellcasting: Spells and domain as a 3rd-level mystic. extend from between its red eyes down its back and along its —Automatic Languages: Auran, Kothian. Bonus tail. Its tongue is forked and hangs out of its mouth, drooling Languages: Common, Kalinese, Nordmaarian. saliva. —Favored Class: Mystic. —Level adjustment: +3. Jarak-Sinn CR 2 Usually NE Large humanoid (reptilian) Kyrie Warhawk Init +0; Senses Listen +0, Spot +0 The kyrie warhawk is a dedicated guardian and champion Languages Common, Draconic of his people, a dangerous foe to all enemies of the kyrie, AC 18, touch 9, flat-footed 18 (+9 natural, –1 size) but most especially to the minotaurs of Mithas and Kothas. hp 19 (3 HD) Only a handful of warhawks will ever live past the age of Fort +3, Ref +3, Will +1 thirty or forty years old, for their lives are fraught with Spd 40 ft.; swim 20 ft. danger. In the time they have given to them, they commit Melee 2 claws +4 each (1d6+3) and bite +2 (1d6+1 plus their entire lives towards acquiring martial skill, and 1d4 acid) or honing that skill and their other unique talents so that they Melee Large greataxe +5 (2d8+4/x3) and bite +2 (1d6+1 may better serve their people. plus 1d4 acid) Ranged javelin +1 (1d8+3) Kyrie Warhawk CR 11 Space 10 ft.; Reach 10 ft. Male or female kyrie fighter 9 Base Atk +2; Grp +9 N Medium monstrous humanoid Atk Options acid Init +2; Senses darkvision 60 ft.; Listen +2, Spot +2 Abilities Str 16, Dex 11, Con 15, Int 7, Wis 10, Cha 10 Languages Auran, Kothian SQ hold breath AC 21, touch 17, flat-footed 16 (+5 Dex, +2 natural, +2 Feats Multiattack, Weapon Focus (greataxe) ring, +2 bracers) Skills Balance +6, Jump +9, Listen +0, Spot +0, Swim +9 hp 80 (13 HD) Possessions Large greataxe, Large javelin (3) Fort +10, Ref +12, Will +9 Environment Temperate marshes Spd 20 ft.; fly 50 ft. (good) Organization Gang (2-3), squad (2 plus 6-10 Melee 2 claws +19 each (1d8+3) or lizardfolk), band (4-8 plus 10-20 lizardfolk plus 50% Melee +2 handaxe +21/+16/+11 (1d6+5/19-20/x3) and noncombatants plus 1 leader of 3rd-6th level), or tribe claw +14 (1d8+3) or (10-20 plus 30-60 lizardfolk plus 2 lieutenants of 3rd- Melee +2 handaxe +19/+14/+9 (1d6+5/x3) and +2 6th level, 1 anagakok of 4th-8th level, and 1 leader of handaxe +19 (1d6+5/x3) 4th-10th level) Space 5 ft.; Reach 5 ft. Treasure Standard (including possessions) Base Atk +13; Grp +14 Advancement by character class; Favored Class barbarian; Atk Options Flyby Attack Level Adjustment +3 Mystic Spells Known (CL 3rd, +18 melee touch) Acid (Ex) Before entering combat, a jarak-sinn often licks 1st (6/day)—cause fear (DC 13), cure light wounds, his weapon (which requires a full-round action). The magic weaponD, sanctuary (DC 13) acid remains on the weapon for 3 rounds or until the 0 (6/day)—create water, detect magic, guidance, virtue, jarak-sinn hits, whichever comes first. Due to the exact resistance nature of the acid, only non-reptilian living creatures D: Domain spell. Domain: War. are affected, and the weapon takes no damage. A jarak- Abilities Str 12, Dex 20, Con 12, Int 10, Wis 15, Cha 10 sinn’s bite attack always deals the listed amount of acid Feats Combat ReflexesB, Flyby Attack, Great Fortitude, damage. Hover, Improved Natural Attack (claws), Two-Weapon Hold Breath (Ex) A jarak-sinn can hold his breath for 60 FightingB, Weapon Finesse, Weapon Focus (claws)B, rounds before he risks drowning (see “Holding your Weapon Focus (handaxe)B, Weapon Specialization Breath” in the Player’s Handbook). (claws)B, Weapon Specialization (handaxe)B Skills Handle Animal +5, Intimidate +6, Knowledge Jarak-sinn are stoop-shouldered, thick-bodied relatives of (nature) +5, Listen +4, Spot +4, Survival +6 (+8 above lizardfolk (more widely known on Krynn as bakali) and ground) are a viciously cruel race. The jarak-sinn are domineering Possessions bracers of armor +2, +2 handaxes (2), ring of when it comes to the bakali and, over the years, have come protection +2 to almost enslave their weaker cousins in areas where the jarak-sinn are present.

Monsters of Krynn  73 Jarak-sinn are much taller and wider than lizardfolk. subsequently altered them to a much lesser extent than They are covered in scales of various hues: mostly dark Chislev originally had. The bakali quickly found their green that fades into dull brown. Much like their bakali population on the rebound, and the jarak-sinn were too cousins, jarak-sinn have a bony ridge that runs between stupid to see the full implications beyond a greater slave their eyes and down their tails. They stand between 7 and labor. 8 feet tall with a tail 4 to 5 feet long. Jarak-Sinn weigh During 403 AC, the increased bakali population between 300 and 400 pounds. rebelled, and over the course of a year beat the jarak-sinn Jarak-sinn speak Draconic. into submission (much to the amusement of the Black Overlord). Since then, many jarak-sinn have served as Strategies and Tactics defenders of bakali tribes, little more than slaves whose Less intelligent than their bakali cousins, but with more lives depend upon their ability to defend their former brute force, the jarak-sinn typically run into battle head- conquests. Many bakali left the New Swamp to travel on, relying on brute force and unsophisticated tactics to to other swampy regions of Ansalon and introduce win. When faced with superior numbers, they typically rely themselves into other bakali communities, allowing Sable’s on ambushes, often waiting beneath the marshy waters and augmentations to take hold continent-wide. Still, there are springing up when they surround their foes. other jarak-sinn tribes that managed to escape and retain “sovereignty” who even now plan revenge against the Jarak-Sinn Society bakali. Jarak-sinn have a very violent tribal society. Despite its rustic nature, many elements of more refined society Jarak-Sinn as Characters are emulated, leaving others to find the jarak-sinn to be Most jarak-sinn leaders are barbarians or fighters. Though somewhat ridiculous. jarak-sinn are devout, often making sacrifices for their The jarak-sinn are ruled by a king (in the words of their goddess, only a handful become clerics. During the early own language) who is served by his knights and priests. Age of Mortals, the jarak-sinn didn’t turn to mysticism at Despite these titles, there is little to differentiate the jarak- all, likely a factor in their defeat at the claws of the bakali. sinn from the patriarchal, tribal society of other bakali. Jarak-sinn clerics worship Zeboim and, as such, select two As with most bakali, the jarak-sinn rule by force, and the of the following domains: Chaos, Evil, Storm, or Water. strongest earns the privilege of becoming the king. Jarak-sinn characters possess the following racial traits. Jarak-sinn legend states that the race first emerged —+6 Strength, +4 Constitution, –4 when the bakali were dying out, and Chislev sought to Intelligence preserve the race by altering a select generation of —Large size. –1 penalty to Armor the lizardfolk into jarak-sinn. In time, the jarak- Class, –1 penalty on attack rolls, –4 sinn population managed to exceed that penalty on Hide checks, +4 bonus on of the bakali, and conflicts between the grapple checks, lifting and carrying two races led to the jarak-sinn enslaving limits double those of Medium or massacring the bakali, only keeping characters. them around to utilize their greater —A jarak-sinn’s base land intelligence as advisors. Jarak-sinn speed is 40 feet. It also has a swim worship also turned away from speed of 20 feet. Chislev, and now Zeboim answers —Racial Hit Dice: their prayers. A jarak-sinn begins Only during the early with three levels of Age of Mortals did things humanoid, which turn around. The Dragon provide 3d8 Hit Overlord Onysablet Dice, a base grew curious attack bonus to discover of +2, and if, with base saving sufficient throw bonuses numbers, of Fort +1, Ref the bakali +3, and Will +1. could —Racial Skills: utilize their A jarak-sinn’s humanoid greater levels give it skill intellect to points equal turn the to 6 x tides (2 + Int and modifier, minimum 1).

74  Chapter One Its class skills are Balance, Jump, and Swim. Jarak-sinn have Melee +1 Large battleaxe +14/+10 (2d6+6/x3) and +1 a +4 racial bonus on Balance, Jump, and Swim checks. The Large handaxe +13/+8 (1d8+3/x3) and bite +12 (1d6+2 Swim bonus rises to +8 on any Swim check to perform plus 1d4 acid) some special action or avoid a hazard. It can always Ranged javelin +9 (1d8+5) choose to take 10 on a Swim check, even if distracted or Space 10 ft.;Reach 10 ft. endangered. It can use the run action while swimming, Base Atk +10; Grp +19 provided it swims in a straight line. Atk Options acid, favored enemy reptilian humanoids —Racial Feats: A jarak-sinn’s humanoid levels give it +2, favored enemy humans +4, improved combat style two feats. (two-weapon combat) —A jarak-sinn is automatically proficient with simple Ranger Spells Prepared (CL 4th) weapons and shields. 2nd—cat’s grace —+9 natural armor bonus. 1st—magic fang, resist acid† —Special Attacks: Acid (1d4 acid damage, bite or melee † already cast weapon). Abilities Str 20, Dex 11, Con 19, Int 9, Wis 14, Cha 8 —Special Qualities: Hold breath (4 rounds x Con score SQ animal companion (crocodile, see Monster Manual), before drowning). hold breath, wild empathy +9 (magical beasts +6) —Automatic Languages: Common, Draconic. Bonus Feats EnduranceB, Improved Natural Armor, Improved Languages: Goblin, Nerakese, Nordmaarian, Ogre. Two-Weapon FightingB, Multiattack, Self-Sufficient, —Favored Class: Barbarian. TrackB, Two-Weapon FightingB, Weapon Focus —Level adjustment: +3. (battleaxe) Skills Balance +6, Handle Animal +7, Heal +12, Jump +11, Jarak-Sinn Anagakok Knowledge (nature) +9, Listen +6, Spot +6, Survival The jarak-sinn anagakok is a warrior-shaman of his tribe, +12 (+14 natural environments), Swim +11 acting as both scout and spiritual guide for his reptilian Possessions mwk studded leather armor, +1 Large brothers. When not hunting alone, the anagakok protects battleaxe, +1 Large handaxe, Large javelin (3) his tribe and stays close to the tribal leader to give advice Acid (Ex) Before entering combat, a jarak-sinn often licks where needed. In many tribes, the anagakok is the only his weapon (which requires a full-round action). The jarak-sinn with divine magic, making him highly respected acid remains on the weapon for 3 rounds or until the and feared. jarak-sinn hits, whichever comes first. Due to the exact nature of the acid, only non-reptilian living creatures Jarak-Sinn Anagakok CR 10 are affected, and the weapon takes no damage. A jarak- Male jarak-sinn ranger 8 of Zeboim sinn’s bite attack always deals the listed amount of acid NE Large humanoid (reptilian) damage. Init +0; Senses Listen +6, Spot +6 Hold Breath (Ex) A jarak-sinn can hold his breath for 76 Languages Common, Draconic rounds before he risks drowning (see “Holding your AC 22, touch 9, flat-footed 22 (+3 armor, +10 natural, –1 Breath” in the Player’s Handbook). size) hp 93 (11 HD) Magori Resist acid 10 This hideous bipedal creature resembles a ten-foot-tall Fort +11, Ref +9, Will +5 crayfish with a bundle of five large alien red eyes on stalks Spd 40 ft.; swim 20 ft.; swift tracker, woodland stride and a long flexible snout filled with many jagged rows of Melee 2 claws +14 each (1d6+5) and bite +12 (1d6+2 plus fangs. It carries a sickle in its three-fingered hands. 1d4 acid) or Magori and the Invasion of the Blood Sea Isles

uring the Chaos War, the obscuring mist ability addition to this extended duration, the fog also carried Dof the magori was slightly enhanced. The with it a disease known as Coil Cough (Inhaled; DC duration of the fog produced by each use of the spell- 16; Incubation 1 day; Damage 1d4 Con; Every time like ability was extended to last 1 day per level, and the the victim takes 2 points of damage, he must make cloud of fog, usually a 20 foot spread, increased to a 60 another Fortitude save or fall unconscious.) The foot spread. With thousands of magori utilizing this symptoms of this disease include a persistent, racking ability, over the course of a few days, they produced cough, followed by unconsciousness and eventually enough fog to cover all of Mithas and Kothas. In death.

Monsters of Krynn  75 Magori CR 9 must hit with both its claws. It can then attempt to Always CE Large aberration (aquatic, chaotic, extraplanar) start a grapple as a free action without provoking an Init +3; Senses blindsense 60 ft., darkvision 60 ft.; Listen attack of opportunity. If it wins the grapple check, it +7, Spot +8 establishes a hold and bites. Languages Common, Infernal (cannot speak) Keen Blade (Su) Any manufactured slashing weapon AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 used by a magori becomes a keen weapon, and thus, its size) critical threat range doubles for as long as the magori hp 60 (8 HD) is using it. This ability affects magical and nonmagical Fort +7, Ref +5, Will +8 weapons alike but does not stack with weapons that Weakness fire aversion already possess the keen quality. Spd 20 ft.; swim 60 ft. Poison (Ex) Injury; Fort DC 19; 2d6 Con/2d6 Con. Only Melee 2 claws +10 each (1d6+5) and bite +8 (1d8+5 plus the magori’s bite is poisonous. poison) Smite Law (Su) This continuous ability works much like Melee Large sickle +10 (1d8+5/19-20) and claw +8 a paladin’s smite evil ability, except its effects work (1d6+5) and bite +8 (1d8+5 plus poison) against lawful creatures. Whenever a magori strikes a Space 10 ft.; Reach 10 ft. lawful creature, it adds its Charisma bonus to its attack Base Atk +6; Grp +15 bonus and deals an additional point of damage per Hit Atk Options improved grab (claws), smite law (+3 atk, +8 Die. damage) Skills A magori has a +8 racial bonus on any Swim check Spell-Like Abilities (CL 10th) to perform some special action or avoid a hazard. It can 1/hour—obscuring mist always take 10 on a Swim check, even if distracted or Abilities Str 20, Dex 16, Con 17, Int 12, Wis 14, Cha 16 endangered. It can use the run action while swimming, SQ acid blood, amphibious, keen blade provided it swims straight. Feats RunB, Weapon Focus (claw) Skills Hide +14, Intimidate +14, Listen +7, Spot +8, Magori are crab-like creatures that know only hate and Swim +24 live to destroy sentient life. They first appeared during the Possessions Large sickle Chaos War, launching an assault on the Blood Sea Isles. Environment Any land A magori looks like an ogre-sized humanoid Organization Solitary or crustacean with a reddish-orange carapace. It is capable of pair using tools and weapons crafted specifically for use with its Treasure 50% coins, crab- like claws and bizarre physiognomy. 50% goods; standard Little is known about how the items (including asexual magori spread their possessions) numbers, though a popular theory is Advancement 9-18 that once every five years, all adults HD (Large); Level return to the Blood Sea and release Adjustment +6 an egg sac that will eventually give Acid Blood (Ex) Whenever life to five exact duplicates of the an opponent within creature in question. 5 feet of the magori The magori were originally deals damage to it with under the guidance of another a slashing or piercing creation of Chaos known as the weapon, he must make Coil, who magically a DC 17 Reflex save or augmented the take 2d4 points of acid duration of damage as the magori’s their obscuring blood splatters him. Success mist ability negates all damage. The save and caused DC is Constitution-based. it to carry the Amphibious (Ex) A magori disease known breathes underwater, but can as Coil Cough. survive on land indefinitely. The magori have since Fire Aversion (Ex) When in scattered and make their the presence of large open own wayward paths flames, a magori takes a –2 throughout Krynn’s penalty to all attacks and undersea world, saving throws. a bane to the Improved Grab (Ex) To Dargonesti and use this ability, a magori Dimernesti.

76  Chapter One Magori speak no languages but understand Common Improved Grab (Ex) To use this ability, a mandibear must and Infernal. hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of Strategies and Tactics opportunity. Magori are fearless but cunning creatures. Once Skills A mandibear gains a +8 racial bonus to Climb, circumstances give them the slightest advantage, they leap Listen, and Spot checks. into the fray, regardless of their own safety. A magori will first use its obscuring mist ability to gain concealment for Mandibears are creatures commonly found in Nordmaar, itself and take advantage of its heightened blindsense to the Blood Sea Isles, and the Dragon Isles. They look like attack opponents, preferring to strike a creature with its giant stuffed bears, and their disarmingly cute appearance coral-formed weapons (usually sickles, but often any type has led to the death of many an adventurer. They are of large-sized simple weapons). A magori will also utilize fiercely territorial; should they so much as catch the its bite whenever it can. A group of magori typically uses slightest scent of humans or other intelligent races, the this tactic to create a large fog bank that encompasses an male mandibears will protect the cubs, while the females entire area, effectively making the combat ground much go out to find the intruders. more difficult for their foes. Despite the fiercely violent tendencies that mandibears display when threatened (as well as their extremely sharp Mandibear claws), these creatures are completely herbivorous. The This bear has an unusual coat. Most of its body is reddish- preferred staples of their diet are the variety of ferns found brown; however, its legs and tail are a charcoal gray, as well throughout the northern end of Ansalon. as two raccoon-like patches around its eyes that create the Though intelligent, mandibears speak no language, but illusion of a mask. The creature’s large brown eyes seem to they can understand Common. contain no malevolence. Strategies and Tactics Mandibear CR 5 Mandibears prefer to rip at prey with their claws and pull Always N Large magical beast them down in order to gore them. Mandibears will chase Init +2; Senses darkvision 60 ft., low-light vision, scent; their prey only to the edges of their territory and will not Listen +11, Spot +11 go through deep water due to an inability to swim. Languages Common (cannot speak) AC 18, touch 11, flat- footed 16 (+2 Dex, +7 natural, –1 size) hp 47 (5 HD) Fort +8, Ref +6, Will +2 Spd 40 ft.; climb 15 ft. Melee 2 claws +12 each (1d10+7/19-20) and bite +9 (1d6+3) Space 10 ft.; Reach 10 ft. Base Atk +5; Grp +16 Atk Options improved grab (claw) Abilities Str 25, Dex 15, Con 18, Int 8, Wis 13, Cha 10 Feats Improved Critical (claw)B, Multiattack, Weapon Focus (claw) Skills Climb +19, Listen +11, Spot +11 Environment Warm forest Organization Solitary, pair, or pack (5-15) Treasure No coins, 50% goods, 50% items Advancement 6-10 HD (Large); Level Adjustment —

Monsters of Krynn  77 Mundane Animals Skills A has a +4 racial bonus to Survival checks. Animal Traits An animal possesses the following traits The statistics presented here describe a male red deer. (unless otherwise noted in a creature’s entry). Females are slightly smaller but use the same characteristics —Intelligence score of 1 or 2 (no creature with an (except females do not possess a gore attack). Intelligence score of 3 or higher can be an animal). These shy herbivores are typically found segregated into —Low-light vision male and female herds. During mating season, a male stag will Alignment Always neutral. Animals are not governed gather a herd of females, and the stags become more aggressive. by a human sense of morality. Male deer, known as stags, are typically larger than the Treasure None. Animals never possess treasure. female deer, known as hinds. Males are usually almost 4 feet tall at the shoulder, weighing up to 560 pounds, while Deer CR 1/2 females are smaller and weigh around 300 pounds. Male Always N Medium animal deer also have bone antlers, that can grow up to 2-1/2 feet Init +3; Senses low-light vision, scent; Listen +4, Spot +4 in length that they will use to defend themselves. AC 13, touch 13, flat-footed 10 (+3 Dex) Deer of all varieties can be found across Ansalon hp 8 (2 HD) wherever there is a forested area. They are particularly Fort +3, Ref +6, Will +0 common amongst the Qualinesti and Silvanesti Forests in Spd 50 ft.; Run the south and in the forests found throughout Solamnia. Melee gore +4 (1d6) or Melee 2 hooves +4 each (1d4) Strategies and Tactics Space 5 ft.;Reach 5 ft. Deer prefer flight to fight, but if pressed, they will attempt Base Atk +1; Grp +1 to defend themselves. Abilities Str 10, Dex 16, Con 10, Int 2, Wis 11, Cha 6 Feats Alertness, RunB, Weapon FinesseB Carrying Capacity Skills Listen +4, Spot +4, Survival +5 A light load for a deer is up to 49 pounds; a medium load, Environment Any forest 50-99 pounds; and a heavy load, 100-150 pounds. Organization Solitary, family (2-4), or herd (6-20) Advancement 3-4 HD (Medium); Level Adjustment — Elk CR 1 Always N Large animal Init +1; Senses low-light vision, scent; Listen +4, Spot +4 AC 12, touch 10, flat-footed 11 (+1 Dex, +2 natural, –1 size) hp 22 (3 HD) Fort +6, Ref +4, Will +1 Spd 50 ft.; Run Melee gore +3 (1d6+2) or Melee hoof +3 (1d4+2) Space 10 ft.;Reach 5 ft. Base Atk +2; Grp +8 Abilities Str 14, Dex 12, Con 15, Int 2, Wis 11, Cha 6 Feats Alertness, RunB, Toughness Skills Listen +4, Spot +4, Survival +6 Environment Any forest Organization Solitary, family (2- 4), or herd (6-20) Advancement 4-6 HD (Large); Level Adjustment — Skills An elk has a +4 racial bonus to Survival checks.

78  Chapter One The statistics here represent the male forest elk. Females Strategies and Tactics are slightly smaller but share the same characteristics Moose are not as aggressive or territorial as elk, but they (except no gore attack). are still able to deal with most large (natural) predators Larger cousins to the red deer, elk are powerful and with surprising ease. graceful creatures, haunting the forests of the land. Herd creatures, they are typically peaceful unless provoked; at Carrying Capacity that point, the bull elks (the males) will react to protect the A light load for a moose is up to 228 pounds; a medium females and the children, giving the smaller elk time to flee. load, 229-459 pounds; and a heavy load, 460-690 pounds. Male elks, known as bulls, are typically larger than females. Males typically stand about 5 feet tall at the Proto-Creature shoulder, weighing about 700 pounds. Females are smaller, Throughout Krynn’s history, there have been many standing about 4 feet tall at the shoulder and weighing experiments in creating or modifying life, conducted not only about 400 pounds. Bulls are easily distinguished from only by renegade wizards and high ogres but by agents the females, as male elks possess branching antlers that can of the gods. The draconians, the dragonspawn, and even reach up to 3-1/2 to 4 feet in length. Typically, their pelts Raistlin’s Live Ones are examples of this magical research. are a grayish-brown to a rich auburn, enabling them to With any experiment, however, there are always the blend in better with the forest landscape. prototypes and failed attempts, some of which endured even beyond their creator to spread their misshapen kind. Strategies and Tactics Proto-creatures are the result of these early Bull elks tend to be a bit more aggressive and territorial experiments and are more crude versions of their than either female elk or most deer. successors. Proto-creatures may also represent an attempt to create a creature from scratch to simulate existing life. Carrying Capacity Because of their abandonment, unfinished development, A light load for an elk is up to 174 pounds; a medium load, or inherent flaws, proto-creatures are usually dangerously 175-348 pounds, and a heavy load, 349-525 pounds. unstable or mad. Moose CR 1 Sample Proto-Creature Always N Large animal This brass-colored, wingless dragon-man stands tall and Init +1; Senses low-light vision, scent; Listen +5, Spot +5 large with a long tail. It possesses a long dragon-like snout AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 full of sharp teeth, and its eyes gleam with barely controlled size) rage and madness. hp 30 (4 HD) This example uses a baaz draconian as the base Fort +6, Ref +5, Will +2 creature. Spd 30 ft. Melee gore +5 (1d8+3) or Proto-Baaz Draconian (Traag) CR 2 Melee 2 hooves +5 each (1d6+3) Usually CE Medium dragon Space 10 ft.; Reach 5 ft. Init +0; Senses darkvision 60 ft., low-light vision; Listen +4, Base Atk +3; Grp +10 Spot +4 Abilities Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Languages Common Feats Alertness, EnduranceB, Toughness AC 19, touch 10, flat-footed 19 (+3 armor, +6 natural) Skills Listen +5, Spot +5, Survival +8 hp 20 (2 HD) Environment Cold forest or plain Immune disease, paralysis, sleep Organization Solitary, family (2-4), or herd (6-20) Resist +4 save against enchantment or mind-affecting spells Advancement 5-8 HD (Large); Level Adjustment — and effects Skills A moose has a +4 racial bonus to Survival checks. Fort +5, Ref +3, Will +1 Spd 30 ft.; Run The statistics here represent a male southern moose. Melee 2 claws +4 each (1d4+2) and bite –1 (1d3+1) or Females are slightly smaller but otherwise share the same Melee bastard sword (two-handed) +4 (1d10+3/19-20) and characteristics (except for the gore attack). bite –1 (1d3+1) Male moose, known as bulls, can stand around 6 feet Space 5 ft.;Reach 5 ft. tall at the shoulder, weighing up to 1000 pounds; females Base Atk +2; Grp +4 tend to be slightly smaller. Bulls develop a massive set of Atk Options rage 1/day (7 rounds) antlers, some of which can have a span of more than 6 feet Abilities Str 15, Dex 11, Con 15, Int 6, Wis 8, Cha 6 from tip to tip. Their fur tends towards dark browns and SQ draconian traits, instability, madness grays, heavy and shaggy, providing them protection from Feats RunB, Toughness the colder climes they dwell in. Skills Bluff +3, Disguise +3, Intimidate +3, Listen +4, Spot +4 Bull moose are surprisingly strong defenders, willing to Possessions hide armor, bastard sword stand and fight while giving time for the herd to retreat. Environment Any land Organization Solitary or band (2-5)

Monsters of Krynn  79 Treasure 50% coins, 50% goods; standard items (including Takhisis had most of these early failures sent to the possessions) continent of Taladas, where they remain in sizeable Advancement by character class; Favored Class fighter; numbers as mercenaries, shock troops, and guards. Level Adjustment +1 Draconian Traits (Ex) Darkvision 60 ft., immunity to Strategies and Tactics disease, immunity to sleep and paralysis effects, inspired Proto-creatures are notoriously reckless in battle, although by dragons, low-light vision, low metabolism. their mood swings and incomplete personalities or minds Instability (Ex) Proto-baaz draconians are unstable creatures. can make them equally cowardly and skittish. Proto-baaz When they are killed, their bodies break down, dissolving draconians are excellent examples of proto-creatures, and rotting away to a puddle of proto-matter. nervous and anxious about battle but prone to mad fits of Madness (Ex) Because of their flawed and poorly developed rage and bloodlust as soon as the battle is joined. psyches, proto-baaz draconians are less susceptible to Most proto-creatures use melee attacks, preferring to effects that target a rational mind. They gain a +4 racial deal with opponents in close quarters with brute strength. bonus to saving throws to resist mind-affecting or enchantment spells and effects. Creating a Proto-Creature Rage (Ex) A traag draconian rages when it deals damage “Proto-creature” is an inherited template that can be added to an opponent in combat, and its statistics change as to any corporeal aberration, dragon, giant, humanoid, follows: magical beast, monstrous humanoid, ooze, or undead AC 17, touch 8, flat-footed 17 (referred to hereafter as the “base creature”). hp 24 A proto-creature uses all the base creature’s statistics Fort +7, Will +3 and special abilities except as noted here. Melee 2 claws +6 (1d4+4) and bite +1 (1d3+2) or Size and Type: The base creature’s type is unchanged. Melee bastard sword (two-handed) +6 (1d10+6/19-20) Fine and Diminutive creatures increase in size by 2 and bite +1 (1d3+2) categories. Tiny creatures increase in size Grp +6 by 1 category. Small or larger sized Abilities Str 19, Con 19 creatures remain unchanged. Hit Dice: Increase base creature’s Proto-creature draconians, racial HD by one die, to a such as the one described here, maximum of d12. Do not represent early attempts increase class HD. by the followers of Speed: If the base creature’s Takhisis to create base land, fly, or swim speed servants from good is 40 feet or more, it is dragon eggs. Traags, lowered by 10 feet. A as the proto-baaz flying proto-creature’s are known, are maneuverability unreliable and decreases mercurial in by one temperament; category. they do not have A base all the qualities creature that would that later emerge cannot in the more fly, but has common rudimentary draconians. wings with which Other it can glide, loses proto- these wings. draconians are possible, such as the sesk, which is a proto-sivak draconian.

80  Chapter One Armor Class: Natural armor improves by +3. alignment moves one step towards chaotic if not already Special Attacks: A proto-creature retains all the chaotic. Lawful creatures become neutral, and neutral extraordinary special attacks of the base creature but loses creatures become chaotic. all supernatural and spell-like special attacks. It also gains Level Adjustment: Same as the base creature. the following special attack. —Rage (Ex) A proto-creature has the rage ability of a Qlippoth barbarian. The proto-creature’s racial HD act as barbarian This plant appears to be a misshapen tree that has unnatural levels for the purposes of the number of times per day the scarlet boils and growths sprouting from its ashen bark. Its proto-creature can rage. A proto-creature with barbarian root-like legs are unearthed and covered in dirt, and it moves class levels adds its racial HD to its barbarian levels to along the ground. Fat purple fruits hang heavily from its determine times per day. Proto-creatures who deal damage branches. to an opponent in combat will automatically enter a rage unless they succeed at a DC 15 Will check. Qlippoth CR 4 Special Qualities: A proto-creature retains all the Usually NE Large plant extraordinary special qualities of the base creature but Init +0; Senses low-light vision; Listen +4, Spot +4 loses all supernatural and spell-like special qualities, Aura stench (10 ft. radius, Fort DC 18) including spell resistance but not including damage AC 17, touch 9, flat-footed 17 (+8 natural, –1 size) reduction. It also gains the following special qualities. hp 43 (5 HD); DR 5/slashing —Instability (Ex) Proto-creatures are unstable. When Immune plant traits they are reduced to –10 hp, their bodies break down, Fort +8, Ref +3, Will +1 dissolving and rotting away to proto-matter, dust, or Spd 20 ft. similar base material. Proto-creatures who succumb to Melee 2 slams +7 each (1d8+5) instability may not be raised but may be resurrected if the Ranged poison fruit +3 (poison) proto-matter is retained. Space 10 ft.; Reach 10 ft. —Madness (Ex) Because of their flawed and poorly Base Atk +3; Grp +12 developed psyches, proto-creatures are less susceptible Abilities Str 20, Dex 11, Con 18, Int 5, Wis 10, Cha 3 to effects that target a rational mind. They gain a +4 Feats Lightning Reflexes, Weapon Focus (fruit) racial bonus to saving throws to resist mind-affecting or Skills Hide –4*, Listen +4, Spot +4 enchantment spells and effects. Environment Temperate forests Abilities: Increase from the base creature as follows: Str Organization Solitary or grove (4-7) +4, Con +2, Int –2, Treasure None Cha –4. Advancement Environment: 6-10 HD (Large), Same as the base 11-15 HD (Huge); creature. Level Adjustment Challenge — Rating: If the Poison Fruit base creature (Ex) Contact or has no spell-like ingested; Fort DC or supernatural 18; 2d4 Wis/2d4 abilities, Wis. The save DC increase CR by is Constitution- +1 regardless based. The fruit of HD. If the of a qlippoth base creature carries a potent has spell-like poison and can or supernatural be thrown as a abilities, refer to ranged touch the following: HD attack. As a move 3 or less, same as action, a qlippoth the base creature; can cause any HD 4 to 7, as base single fruit creature –1; HD attached to it to 8 to 13, as base burst, splashing creature –2; HD any single person 14 or more, as within 5 feet of base creature –3. the qlippoth. The Alignment: A target of this use proto-creature’s of the poison

Monsters of Krynn  81 fruit is selected by the qlippoth. Any given qlippoth will AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size) have 4d4 fruit growing that it can use at the time of an hp 250 (20 HD); regeneration 10; DR 15/adamantine encounter. It takes one week for a qlippoth to grow its Immune elemental traits fruit back. Fort +17, Ref +7, Will +9 Stench (Ex) The same foul juices found in a qlippoth’s Spd 30 ft.; earth glide fruit ooze from boils and pustules that cover its bark. Melee* 2 slams +18 each (2d8+11) Living creatures within 10 feet must succeed on a DC *Includes adjustment for 4-point Power Attack 18 Fortitude save or act as if under the effects of a Space 10 ft.;Reach 10 ft. confusion spell for as long as they are within 10 feet of Base Atk +15; Grp +26 the qlippoth plus an additional one round per qlippoth Atk Options Cleave, Power Attack HD afterward. The save DC is Constitution-based. Special Actions amorphous form Skills: *A qlippoth has a +8 racial bonus to Hide checks Abilities Str 25, Dex 8, Con 27, Int 14, Wis 13, Cha 16 made in forested areas. SQ amorphous form Feats Cleave, Improved Initiative, Iron Will, Lightning A qlippoth is a rare and deadly plant that uses its foul Reflexes, Power Attack, Skill Focus (Sense Motive), fruit and sap to render its opponents into a coma-like state. Weapon Focus (slam) It can then kill them and use their bodies to fertilize itself. Skills Diplomacy +20, Hide +12, Knowledge (history) +14, Qlippoths are often called “Zivilyn’s Bane” due to the way Listen +13, Sense Motive +21, Spot +18 their poisonous fruits cloud a victim’s mind and inhibit Environment Any underground or mountains decision-making skills. Organization Solitary Qlippoths stand about 15 feet tall with a “trunk” of 1- Treasure None 1/2 feet in diameter. They are covered in boils and growths Advancement 21-40 HD (Large), 41-60 HD (Huge); Level and seem diseased. Their bark is usually a gray-brown Adjustment — color, though can vary in intensity one way or another. Amorphous Form (Su) A razhak is able to alter its earthen Rarely do qlippoths passively wait for victims to eat their shape. At will, the razhak can assume any sort of fruit, as only the most desperate and starved creature mineral shape. The effects allow the razhak to change would do so. The qlippoth is rumored to have first emerged itself in a manner that resembles the stone shape spell from the experiments of some long-dead Black Robe mage cast as a sorcerer with a level equal to its Hit Dice. As a with a penchant for altering plants and plant-like creatures. full-round action, the razhak can also use this ability to shift its limbs around and grow two more arms, gaining Strategies and Tactics an additional slam attack for each new arm when taking A qlippoth prefers to engage its enemies in melee, relying a full attack action. Each new arm also reduces the on its stench as well as the ability to burst its poison fruit razhak’s speed by 10 feet until it shifts its limbs again. on an adjacent opponent. It will throw its poison fruit Earth Glide (Ex) A razhak can glide through stone, dirt, or should any opponent hold back and unleash arrows or spells on the plant. A qlippoth will try to render all opponents unconscious before killing the bodies with its slam attack and gathering them to use as fertilizer. Razhak This is a broad-shouldered humanoid made entirely of gray rock. It stands somewhat like a gorilla with large thick-fingered hands and oversized feet. Razhak CR 14 Usually LN Large elemental (earth) Init +3; Senses darkvision 60 ft.; Listen +13, Spot +18 Languages Common, Terran; telepathy 100 ft.

82  Chapter One almost any other sort of earth, except metal, as easily as There is very little that can be likened to a true society a fish swims through water. Its burrowing leaves behind among the razhak. Because of their extremely long lives, no tunnel or hole, nor does it create any ripple or other the razhak traditionally did little to aid in all but the most sign of its presence. A move earth spell cast on an area catastrophic of events such as the Chaos War. Even then, containing a burrowing razhak flings the razhak back 30 they made sure to help in subtle ways that went unnoticed feet, stunning the creature for 1 round unless it succeeds by the dwarves. The traditional attitude was that the lives on a DC 15 Fortitude save. of the lesser races moved too fast, and all actions were Regeneration (Ex) Acid deals normal damage to a razhak. taken at too accelerated of a rate to think of the long- If a razhak loses a limb or a body part, the lost portion term outcome. However, the tumult and rapid changes reforms in 1d6 rounds. If a razhak is removed from following the Chaos War into the Age of Mortals has made contact with earth or any other mineral surface, such as the razhak rethink their level of involvement with worldly by a levitate spell, all damage suffered is normal damage affairs, lest they get left in the past while methodically and it cannot reform limbs. planning.

Razhaks are creatures composed entirely of stone that Remnant possess a curious interest about the affairs of the mortal This wraith-like creature looks like a tangle of torn black races of Krynn. They enjoy observing the fleshy races in wizard robes and shreds of cloth in a loosely humanoid their day-to-day life, often using their powers to change shape. It is hooded and has a ghostly glowing skull in place shape into a boulder and hide from those whom they of a face. Light loops out of its body through holes in the observe. Razhaks commonly can be found in areas around robes and curls about it like faint threads. It has no hands, underground settlements, such as the various dwarven only torn gloves, and despite the colored lights coming from realms. Few dwarves know of the truth og the razhaks’ within, it seems to float in shadow and darkness. existence. Those who do view the razhaks as “stone spirits” created by Reorx to watch over his chosen people. Remnant CR 9 Razhaks resemble hulking behemoths carved out of Usually CE Medium undead (incorporeal) stone and are often a stone-gray color, although they can Init +6; Senses darkvision 60 ft.; Listen +12, Spot +12 be found in colorations resembling almost any ore found Aura unnatural aura (30 ft. radius) on Krynn. In their natural form, they are 15 feet tall and AC 16, touch 16, flat-footed 14 (+4 deflection, +2 Dex) weigh well over two tons. Razhaks have deep sonorous voices and speak Common and Terran. Strategies and Tactics Razhaks are peaceful by nature and, as such, prefer not to engage in combat. However, once they do join the fray, they are fearsome fighters, using their amorphous form to grow an extra pair of arms that grants them additional attacks. Razhak Society Razhaks are mostly solitary creatures that keep to underground realms such as Thorbardin and Thoradin, though they can also be found in mountainous areas. Razhaks in remote locations will occasionally come in contact with one another to exchange information about what they have observed in recent centuries. Those who find themselves congregating around populated areas, such as the various dwarven settlements, come into contact quite frequently, though ultimately each prefers to maintain some level of isolation from the others of its kind most of the time. On occasion, a razhak will allow itself to be seen by adventurers it considers curiosities and even interact with them.

Monsters of Krynn  83 hp 52 (8 HD) Strategies and Tactics Immune undead traits Remnants are extremely dangerous to spell-casters who Resist incorporeal traits; SR 25 rely on Intelligence. In close combat, its mind-sapping Fort +2, Ref +4, Will +8 touch can quickly cause the creature’s foes to become Weakness sunlight powerlessness confused and disoriented. Remnants immediately attack Spd 40 ft.; fly 80 ft. (perfect) wizards and sorcerers before any other opponent once they Melee incorporeal touch +6 (1d8 plus 1d6 Intelligence identify them. drain [Will DC 18]) Space 5 ft.;Reach 5 ft. Sacred Guardian Base Atk +4; Grp — Most temples have statues built to honor the deity to Atk Options Combat Reflexes whom the temple is dedicated. Typically, these statues Abilities Str —, Dex 16, Con —, Int 10, Wis 14, Cha 18 are nothing more than decorations worshippers can use SQ create spawn, +4 turn resistance to visualize the gods. Occasionally, however, some of Feats Alertness, Combat Reflexes, Improved Initiative these statues are imbued with divine energy and tasked Skills Hide +10, Knowledge (arcana) +10, Listen +12, to protect the temple from those who would bring harm Spellcraft +12, Spot +12 within the walls. These divinely animated statues are Environment Underground known as sacred guardians. Organization Solitary Sacred guardians often appear as exquisitely crafted Treasure No coins or goods; 100% magic items statues carved from marble or granite, inlaid with precious Advancement 9-16 HD (Medium); Level Adjustment — metals and stones, and designed to represent one of the Create Spawn (Su) Any arcane spellcaster slain by a physical aspects of a specific deity. Far more often than not, remnant becomes a remnant in 1d4 rounds. His body they appear to be humanoids of classical beauty or horrific is consumed by a rush of magical forces, and his design (for the gods of darkness), although the sacred spirit remains. Spawn are under the command of the guardians of some deities can appear to be something far remnant that created them and remain enslaved until different—most sacred guardians dedicated to the Animal the remnant’s death. The spawn do not possess any of aspect of a deity may appear to be a fantastic beast or some the abilities they had in life. horrifying skeletal creature (such as Chemosh’s sacred Intelligence Drain (Su) Living creatures hit by a remnant’s guardians of Death). incorporeal touch attack must succeed on a DC 18 Will Sacred guardians are imbued with intelligence and save or take 1d6 points of Intelligence drain. The save capable of speaking up to three languages (regardless of DC is Charisma-based. On each such successful attack, actual Intelligence) determined at the time of its creation. the remnant gains 5 temporary hit points. Sunlight Powerlessness (Ex) Remnants are powerless in Sample Sacred Guardian natural sunlight (not merely a daylight spell) and flee A giant statue stands at least 10 feet in height, carved of from it. A remnant caught in sunlight cannot attack and polished marble to resemble a fine-featured human man. A can only take a single move or attack action in a round. copper helm adorns his head, while beaten copper armor, Unnatural Aura (Su) Animals, whether wild or complete with greaves and gauntlets, has been fitted upon domesticated, can sense the unnatural presence of a the statue. A flame motif is emblazoned on the breastplate of remnant at a distance of 30 feet. They will not willingly the armor. Small flames flicker in the statue’s hollowed eyes, approach nearer than that and panic if forced to do so; while larger flames dance above the outspread palms of the they remain panicked for as long as they are within that statue’s upraised hands. Suddenly, the statue moves as if it range. were alive, bringing the twin flames of its eyes to bear upon you. Remnants are the spectral remains of powerful wizards This example uses a Large animated object as the base and sorcerers who died as a result of a large surge in magic creature. or whose magic consumed them. They lurk around the places in which they died, tormented by the loss of their Sacred Guardian of Sirrion’s Divine spells and driven to hatred of those who can still use the Fire CR 5 magic. A remnant looks like a shadowy version of its former Always CN Large construct (fire) self, often with visible bones that glow with magical Init +2; Senses darkvision 60 ft., low-light vision; Listen energies. Streamers of colored light and residual power +5, Spot +5 create visible trails and the effect of an after image, believed Languages Common, Ergot, Ignan by some to be an after effect of the remnant’s once-great AC 14, touch 9, flat-footed 14 (+5 natural, –1 size) magic. A cold, chilling atmosphere of death follows in the hp 62 (4 HD); fast healing 5; DR 10/magic creature’s wake, dulling the effects of spells and disturbing Immune fire; construct traits animals. Fort +1, Ref +3, Will +2 A remnant is about as tall as a human and weightless. Weakness vulnerability to cold Spd 30 ft.

84  Chapter One Melee* slam +6 (2d6+9 and 1d6 fire) shaped sacred guardians behave somewhat *Includes adjustments for a 1-point Power Attack like the creatures they are modeled after. Space 10 ft.; Reach 10 ft. Sacred guardians are not unintelligent, but Base Atk +3; Grp +10 they have no real sense of tactics and Atk Options Cleave, Combat Expertise, Power benefit from pre-arranged orders given Attack to them by priests. Special Actions trample 1d8+7 Abilities Str 20, Dex 14, Con –, Int 10, Creating a Sacred Wis 12, Cha 12 Guardian SQ divine grace Feats Alertness, Power Attack “Sacred guardian” is an acquired Skills Knowledge (religion) +3, template that can be added to any Listen +5, Spot +5 non-Intelligent construct Environment Any (referred to hereafter as the Organization Solitary “base creature”). Treasure None A sacred guardian Advancement —; Level Adjustment — uses all the base Trample (Ex) An animated object creature’s statistics and of at least Large size and special abilities except as with a hardness of at noted here. least 10 can trample Size and Type: The creature’s primary creatures two or more type remains unchanged, although it gains sizes smaller than itself, the Augmented subtype. Additionally, it gains dealing damage equal to any subtype (and associated immunities and the object’s slam attack vulnerabilities, if any) listed in its Special Qualities, (1d8+7). Opponents determined by the domain the sacred guardian who do not make attacks represents. of opportunity against the Hit Dice: Same as the base creature; however, it object can attempt DC 17 receives bonus hit points as if it were one size larger Reflex saves for half damage. (see Monster Manual). Speed: Same as the base creature. This sacred guardian is dedicated to Sirrion in Armor Class: The base creature’s natural armor class his role as the God of Fire. It might reside in a Sirrionite increases by +4. temple on the dawn-facing side of a mountain. It might Damage: The sacred guardian’s base damage from slam stand in a row of other Sirrionite statues, its true nature attacks increases by one Old Damage Adjusted Damage hidden, in a forgotten ruin out in the deserts of Khur. Or it step. 1 1d2 might protect a roadside shrine sheltering an ever-burning Special Attacks: A 1d2 1d3 flame. Wherever the sacred guardian may be found, it sacred guardian retains 1d3 1d4 embodies the power of Sirrion through the efforts of the all the special attacks of 1d4 1d6 Sirrionite Holy Order. the base creature and 1d6 1d8 gains those described Strategies and Tactics 1d8 2d6 below. Saves have a DC of 2d6 2d8 A sacred guardian typically acts in accordance with its 10 + 1/2 sacred guardian’s 2d8 4d6 construction. Humanoid sacred guardians use their fists HD + sacred guardian’s 4d6 4d8 and special abilities to defend their charges. Animal- Cha modifier. Crafting a Sacred Guardian

reating a sacred guardian requires the body (sculpting) check DC 15 and a Knowledge (religion) Cbe sculpted to a high degree of craftsmanship. check DC 20 for the proper rituals. The size of the sacred guardian can vary, much as an Caster Level: 11th; Prerequisites: Craft Construct animated object, or it can even be constructed as a (see Monster Manual), animate objects, commune, golem. To imbue it with , it requires 200 caster must be a cleric with access to the Domain the steel pieces worth of rare oils and precious metals per sacred guardian will be dedicated to; Market Price: size category (thus a Large sacred guardian requires an +1,000 stl/size category; Cost to Create: +500 stl/size additional 1200 steel pieces on top of any other costs category + 10 XP/size category. for construction). Creating the body requires a Craft

Monsters of Krynn  85 Sacred Guardian Divine Domains Domain & Deities Special Attack Special Qualities Thundering Strike (melee attack is considered to Air (Chislev) possess the thundering special weapon quality) Gains Air subtype, sonic resistance 15 summon nature’s ally IV Animal (Chislev, Cast as a spell-like Command/rebuke animals as a Habbakuk) ability once per day (caster level equal to its cleric of equal Hit Dice Hit Dice; can only summon animals) Chaos (Branchala, Hiddukel, Sirrion, Anarchic Strike (melee attack is considered to Gains Chaotic subtype, SR 25 against Lawful spells Zeboim) possess the anarchic special weapon quality) charm monster good hope Charm (Sirrion) Cast as a spell-like ability once Cast as a spell-like ability twice per per day (caster level equal to its Hit Dice) day (caster level equal to its Hit Dice) alter self Cast zone of truth as a spell-like ability three Commerce (Shinare) Cast at will as a spell-like ability (caster level equal to Hit Dice) times a day (caster level equal to Hit Dice) calm emotions magic circle against evil Community (Mishakal) Cast as a spell-like ability once Cast as a spell-like ability per day (caster level equal to its Hit Dice) once per day (caster level equal to its Hit Dice) Life-Stealer Strike (melee attack is considered to Death (Chemosh) possess the life-drinker special weapon quality) Command/rebuke undead as a cleric of equal Hit Dice Destruction Cast mass inflict light wounds as a spell-like ability Can smite 1/day, gaining +4 to attack (Morgion, Takhisis) once per day (caster level equal to its Hit Dice) and damage bonus equal to level wall of stone stone shape Earth (Chislev, Reorx) Cast as a spell-like ability once Gains Earth subtype, cast as a spell-like per day (caster level equal to its Hit Dice) ability twice per day (caster level equal to its Hit Dice) Evil (Chemosh, Hiddukel, Morgion, Unholy Strike (melee attack is considered to Sargonnas, Takhisis, possess the unholy special weapon quality) Gains Evil subtype, SR 25 against Good spells Zeboim) Fire (Reorx, Blazing Strike (melee attack is considered to Gains Fire subtype, immune to Sargonnas, Sirrion) posses the flaming special weapon quality) fire, vulnerability to cold heat metal Forge (Reorx) Cast as a spell-like ability twice Immune to fire per day (caster level equal to its Hit Dice) Good (Branchala, Habbakuk, Kiri- Holy Strike (melee attack is considered to Jolith, Majere, possess the holy special weapon quality) Gains Good subtype, SR 25 against Evil spells Mishakal, Paladine) heal Healing (Mishakal) Merciful Strike (melee attack is considered to Can cast once per day as a cleric possess the merciful special weapon quality) of equal level to its Hit Dice true strike Insight (Zivilyn) Cast as a spell-like ability three times Gains uncanny dodge special ability as a per day (caster level equal to its Hit Dice) rogue of a level equal to its Hit Dice Knowledge (Gilean, Cast divine favor as a spell-like ability three times Under the constant effects of a true seeing Majere, Zivilyn) per day (caster level equal to its Hit Dice) spell (caster level equal to its Hit Dice) Law (Kiri-Jolith, Majere, Paladine, Axiomatic Strike (melee attack is considered to Sargonnas, Shinare, possess the axiomatic special weapon quality) Gains Lawful subtype, SR 25 against Chaotic spells Takhisis) Liberation (Gilean, Cast shatter as a spell-like ability two times Cast freedom of movement as a spell-like ability Mishakal) per day (caster level equal to its Hit Dice) once per day (caster level equal to its Hit Dice) Luck (Branchala, Cast spell turning as a spell-like ability once Surrounded by a constant entropic shield (all Reorx, Shinare) per day (caster level equal to its Hit Dice) ranged attacks have a 20% chance of missing) confusion Gain +10 insight bonus to any Wisdom- Madness (Morgion) Cast as a spell-like ability two times per day (caster level equal to its Hit Dice) based skill check once per day Meditation (Majere, May use flurry of blows as a monk Zivilyn) of equal level to its Hit Dice Damage reduction increases to 15/magic and chaos Brilliant Strike (melee attack may be given the Nobility (Paladine) brilliant energy weapon quality for a number Inspire confidence as a bard equal of rounds per day equal to its Hit Dice.) in level to its Hit Dice remove curse Passion (Sargonnas, May rage as a barbarian of equal level to its Hit Dice Cast as a spell-like ability once Sirrion) per day (caster level equal to its Hit Dice) contagion remove disease Pestilence (Morgion) Cast as a spell-like ability once per Cast as a spell-like ability once day (caster level equal to its Hit Dice) per day (caster level equal to its Hit Dice) Prescient Strike (make single melee Cast augury as a spell-like ability three times Planning (Gilean) attack as a full round action and deny target its Dex bonus or concealment) per day (caster level qual to its Hit Dice)

86  Chapter One Sacred Guardian Divine Domains (cont.) Domain & Deities Special Attack Special Qualities wall of thorns Plant (Chislev) Cast as a spell-like ability three Command/rebuke Plant creatures as a times per day (caster level equal to its Hit Dice) cleric of equal level to its Hit Dice Protection (Gilean, Cast guards and wards as a spell-like ability once Cast shield other as a spell-like ability twice per Mishakal, Paladine) per day (caster level equal to its Hit Dice) day (caster level equal to its Hit Dice) glyph of warding Rune (Gilean) Manifest any type of up to three SR 25 against spells cast from scrolls times per day (caster level equal to its Hit Dice) or prepared from a spellbook searing light Sun (Paladine) Cast as a spell-like ability once Turn undead as a cleric of equal level to its Hit Dice per day (caster level equal to its Hit Dice) Shocking Strike (melee attack is considered to Storm (Zeboim) possess the shock special weapon quality) Immune to electricity

Strength (Kiri- Strong Blow (all melee attacks gain a sacred bonus spell immunity Jolith, Reorx) to damage equal to 1/2 the sacred guardian’s HD) Cast as a spell-like ability twice per day haste slow Time (Zivilyn) Cast or as a spell-like ability once Gain the evasion special ability per day (caster level equal to its Hit Dice) teleport Travel (Habbakuk, Swift Strike (all melee attacks are considered Cast as a spell-like ability once per Shinare) to have the speed weapon quality) day (caster level equal to its Hit Dice); base speed increased by +10 feet Gains sneak attack as a rogue of a invisibility Treachery (Hiddukel) Cast as a spell-like ability twice per level equal to its Hit Dice day (caster level equal to its Hit Dice)

Trickery (Branchala, confusion disguise self Chemosh, Hiddukel, Cast as a spell-like ability once per Cast as a spell-like ability three times Takhisis) day (caster level equal to its Hit Dice) per day (caster level equal to its Hit Dice) crushing despair Tyranny (Takhisis) Cast as a spell-like ability three Constantly surrounded by aura of despair (10 ft. times per day (caster level equal to its Hit Dice) radius, -2 penalty on saving throws, as blackguard) Spirit Strike (all melee attacks considered Command/rebuke undead as a cleric Undeath (Chemosh) to have ghost touch weapon quality) of equal level to its Hit Dice spiritual weapon War (Kiri-Jolith, Cast as a spell-like ability twice +4 natural Armor Class bonus Sargonnas) per day (caster level equal to its Hit Dice) Water (Habbakuk, Cast wall of ice as a spell-like ability once per Gains Water subtype, cast solid fog as a spell-like ability Zeboim) day (caster level equal to its Hit Dice) once per day (caster level equal to its Hit Dice) —Divine Attack (Su): All sacred guardians are imbued Abilities: Increase from the base creature as follows: with the power of one of their patron deity’s domains. The Str +4, Dex +4, Wis +4, Cha +4. If the construct has no domain the sacred guardian represents determines which Intelligence, it gains an Intelligence of 10; otherwise, it type of divine attack it possesses (see Sacred Guardian receives a +2 increase to current Intelligence score. Divine Domains table). Skills: A sacred guardian’s class skills are the same as Special Qualities: A sacred guardian retains all the a cleric, although sacred guardians with certain domains special qualities of the base creature and gains those (such as Animal or Trickery), gain access to a few other described below. skills (see Sacred Guardian Divine Domains table). —Damage Reduction (Su): If the base creature already Environment: Any. possesses damage reduction, the type of weapons that Org anization: Solitary, pair, or pantheon (3-7). can bypass the DR change to magic plus evil (for sacred Challenge Rating: Same as the base creature +2. guardians dedicated to the Good domain), good (for Treasure: None. sacred guardians dedicated to the Evil domain), lawful Alignment: Same as patron deity. (for sacred guardians dedicated to the Chaos domain), Advancement: Same as the base creature. or chaotic (for sacred guardians dedicated to the Law Level Adjustment: — domain). If the sacred guardian is neutral, then its damage reduction becomes magic and adamantine. If the sacred Sacred Guardians & Divine Domains guardian does not already possess damage reduction, it At its construction, every sacred guardian is imbued with the gains a damage reduction of 10/magic. essence of its patron deity. This manifests as a divine power If the sacred guardian possesses a hardness score, the that fills the sacred guardian, granting it abilities determined damage reduction completely replaces the hardness. by the aspect of the deity the sacred guardian represents. Every —Divine Grace (Su): All sacred guardians are imbued sacred guardian has one domain that determines which divine with the power of one of their patron deity’s domains. The attack and divine grace the sacred guardian receives. The domain the sacred guardian represents determines what Sacred Guardian Divine Domains table details all the clerical type of divine grace it possesses (see Sacred Guardians domains found in the Player’s Handbook, the DRAGONLANCE Divine Domains table). Campaign Setting, and the Holy Orders of the Stars sourcebook. —Fast Healing (Su): All sacred guardians possess a fast Note that mystics cannot create sacred guardians, healing of 5. although their powers are also divine in nature. Only

Monsters of Krynn  87 clerics, with the aid of their patron deity, can create and but they are a peaceful, if primitive, people who make imbue a sacred guardian. every attempt to keep to themselves. Saqualaminoi resemble ogres but are covered from Saqualaminoi head to foot in thick shaggy white hair. They weigh This tall, ape-like humanoid is covered in shaggy gray-white upwards of 700 pounds and range in height from 9 to 12 hair. Its features are broad and flat with deep set brown eyes feet tall. Saqualaminoi have thick pads on the soles of their beneath a heavy sloping brow. Immensely strong and hulking feet and hands which aid them in remaining steady in icy in stature, it carries a large thighbone from some kind of conditions, and they are naturally immune to the effects of giant animal as a makeshift club. extreme cold. Sasqualaminoi have a simple language of grunts and Saqualaminoi CR 4 howls which bears a passing similarity to Ogre. Many also Usually N Large giant (cold) learn Common and the tribal languages of mountain or ice Init +0; Senses low-light vision; Listen +2, Spot +1 nomads. Languages Ogre (dialect) Weakness vulnerability to fire Strategies and Tactics AC 17, touch 9, flat-footed 17 (+8 natural, –1 size) Saqualaminoi are usually not interested in fighting, unless hp 63 (8 HD) it is in self-defense or to protect their families. However, a Immune cold rising younger population of saqualaminoi, lead by strong Fort +9, Ref +2, Will +3 and charismatic leaders, has been known to organize Spd 40 ft. itself into bands which raid settlements in the foothills Melee 2 slams +12 each (1d4+6) or below saqualaminoi settlements. These bands, and older Melee Large club +12 (1d8+6) saqualaminoi who are forced to defend themselves, wield Space 10 ft.; Reach 10 ft. large bone or wooden clubs or simply wade into combat Base Atk +6; Grp +16 swinging their heavy fists. Subtlety is not a characteristic of Atk Options Power Attack the saqualaminoi. They are strong, and they know it. Abilities Str 23, Dex 11, Con 16, Int 6, Wis 13, Cha 9 Saqualaminoi Soceity Feats Endurance, Power Attack, The saqualaminoi live in communities Toughness comprised of loosely associated family Skills Balance +2*, Climb +8, Hide –2*, units, each of which is headed by a Jump +8, Listen +2, Survival +3 male (or “bull”). Saqualaminoi mate Possessions Large club for life and typically produce one Environment Cold mountains or two children who survive to Organization Solitary, band (4- adulthood. A community bands 8), or community (3-36 plus together for hunting and for 1-6 3rd-level bulls and 50% defense, but otherwise remains noncombatants) somewhat ungoverned and nomadic. Treasure 50% goods and items Saqualaminoi families find homes (including possessions) in ice caves and caverns near Advancement by character glaciers, traveling from cave to class; Favored Class cave with the shift in seasons. barbarian; Level Saqualaminoi hunt Adjustment +2 mountain goats and sheep, Skills: A saqualaminoi but they are also quite curious receives a +8 bonus to about other humanoids. Balance checks to Younger saqualaminoi avoid slipping even attempt to capture on ice and has ogres and humans in hopes a +4 bonus of learning more about to Hide them; the elders in the checks when community frown upon in snowy this practice. Occasionally, terrain. the captured humanoids will be killed resisting Saqualaminoi are a the saqualaminoi, mountain-dwelling which has lead to a race related to reputation among ogres. The ogres call surviving ogres and them snow demons, nomadic humans that

88  Chapter One bloodthirsty snow demons infest the glaciers. However, Skills Hide +12, Intimidate +14, Listen +12, Search +14, there are other reasons. Sense Motive +10, Spot +12 In the past forty years, a new generation of Environment Any saqualaminoi has grown up with a more aggressive and Organization Solitary or cloud (2-20) vicious streak. These saqualaminoi are among those visited Treasure None by agents of Hiddukel shortly before the Chaos War, who Advancement 7-12 HD (Medium); Level Adjustment — promised them that greater riches with less work and Charisma Damage (Su) The touch of a shadow wight deals hardship lay in the lands below the mountains. Bands of 1d8 points of Charisma damage to a living foe. A creature fearless saqualaminoi have been seen raiding settlements reduced to 0 Charisma by a shadow wight is subject to and waylaying in areas such as Blode and the the oblivion ability. This is a negative energy effect. Vingaards, looting them for food and metal items and Despairing Visage (Su) A shadow wight can unnerve an leaving more valuable goods behind. Although this activity opponent and cast him into doubt by looking into his was somewhat scattered and uncommon throughout the eyes. The victim of the shadow wight’s despairing visage early Age of Mortals, Hiddukel’s return may see a rise in ability sees the shadow wight appear as himself and tell the frequency and violence of these younger saqualaminoi. the victim words to send him into a crippling depression. This is similar to a gaze attack, except the shadow wight Saqualaminoi Characters must use a standard action; those merely looking at it Saqualaminoi bulls and hunters tend to be barbarians. are not affected. Anyone the shadow wight targets must Spellcasters are quite rare among the saqualaminoi, but succeed on a DC 18 Will save or be reduced to cowering with Hiddukel’s influence, some of the younger bands for the next 1d4 rounds. The save DC is Charisma-based. include clerics. These clerics choose two from the following On a successful saving throw, the target is still shaken. domains: Evil, Treachery, and Trickery. This is a mind-influencing fear effect. Firelight Powerlessness (Ex) Shadow wights are powerless Shadow Wight within the radius of bright illumination (see Player’s This is a menacing cloud of smoke and shadows that Handbook) of any open source of flame and flee from coalesces into a humanoid shape. Pinpricks of red light serve it. A shadow wight caught in the illumination provided as eyes, and its arms end in grasping claw-like hands. by fire cannot attack and can take only a single move or attack action in a round. Shadow Wight CR 8 Oblivion (Su) An opponent who Always CE Medium undead (chaotic, extraplanar, has his Charisma reduced to 0 by incorporeal) a shadow wight vanishes, leaving Init +7; Senses darkvision 60 ft.; Listen +12, Spot +12 only his clothing and possessions. Aura unnatural aura (30 ft. radius) All memory of him similarly Languages telepathy 100 ft. vanishes from the minds of those AC 18, touch 18, flat-footed 15 (+5 who knew of or met him, as if he deflection, +3 Dex) had never existed. He may not be hp 39 (6 HD); DR 10/lawful or raised, resurrected, or otherwise magic restored, even with a wish. Immune cold, paralysis, sleep; Unnatural Aura (Su) undead traits Animals, whether wild or Resist incorporeal traits; SR 17 domesticated, can sense the Fort +2, Ref +5, Will +6 unnatural presence of a shadow Weakness firelight powerlessness, wight at a distance of 30 feet. They shadow wight weaknesses, vulnerability will not willingly approach nearer to fire than that and panic if forced to Spd 30 ft.; fly 50 ft. (good) do so; they remain panicked for Melee incorporeal touch +7 (1d8 as long as they are within that Charisma damage) range. Space 5 ft.;Reach 5 ft. Base Atk +3; Grp — A shadow wight is a horrid Special Actions despairing visage creation of Chaos. The first shadow Abilities Str —, Dex 17, Con wights were created from the slain —, Int 14, Wis 13, Cha 21 souls of Knights of Solamnia and SQ oblivion, +4 turn Takhisis, as well as other dead spirits. The resistance shadow wights’ only goal was to spread Feats Alertness, nothingness by wiping out the very Improved Initiative, memory of their victims, a process Weapon Focus known as nullification by those (incorporeal touch) scholars who study the creatures.

Monsters of Krynn  89 Despite their shadowy appearance, it’s more accurate to their despairing visage ability on potential victims and describe shadow wights as simply being nothing—holes in then proceed to drain the unresisting victim of his or her the fabric of reality. Because of this unreal nature, despite Charisma. They dislike natural sunlight (though are not their size, shadow wights weigh nothing at all. harmed or negatively affected by it) and, as such, will not Though shadow wights are commonly thought of attack during the day unless some greater force compels as merciless destroyers, in the decades since the Chaos them to do so. War, scholars have realized that mercilessly nullifying all creatures from existence does not fully satisfy the Frost Wights creatures. Indeed, this evolution was likely one that This is a whirling cloud of snow and not even Chaos himself could have predicted. Many ice crystals that coalesces into a shadow wights will use their touch to deal Charisma humanoid shape. Pinpricks of blue- damage and intentionally keep from reducing their white light serve as eyes, locked onto victims to a score of 0. Victims who are not some unseen victim. fully nullified often lose memories as a Frost wights are the arctic result of the Charisma damage analogues of shadow wights. They dealt by a shadow wight’s attack. are commonly found infesting Reports from those who barely Icereach; they migrate up towards escaped say that shadow wights the Plains of Dust when winter on the islands of Enstar and comes and sends that area into tundra Nostar keep residents in certain conditions, though a few are known to towns in a manner befitting reside in Southern Ergoth. The white cattle—feeding off of them dragon twins Cryonisis and Frisindia after they’ve had a chance are plagued by these creatures and have to recover from previous set their thanoi minions to delving Charisma loss. The in ancient dwarven catacombs exact reasons for this in search of the magical practice are still a mystery, battleaxes rumored to as the shadow wights seem reside there. to derive some form of sustenance from these Frost wights have individuals. the cold subtype, and their Shadow wights use telepathy to incorporeal touch deals 1d4 cold damage communicate with creatures and each other. as well as 1d6 Charisma damage, instead of the shadow wight’s Strategies and Tactics 1d8 Charisma damage. They are Shadow wights prefer to approach characters at night. otherwise identical to shadow wights. If they can afford to attack one-on-one, they will first use Shadow Wight Weaknesses

hadow wights are extremely difficult to kill, unless Medallions of Faith: A cleric’s medallion of faith is Stheir opponents are backed by the power of the a potent weapon against a shadow wight. If a cleric gods of Krynn. As extensions of Chaos’ will, they are with a medallion of faith is in favor with her deity anathema to all of the gods, whether good, evil, or (does not need atonement, gains clerical spells, etc.), neutral. As such, they possess a number of weaknesses. she may attempt a melee touch attack against the Blessed Weapons: Any character who is the shadow wight with the medallion. A successful attack subject of a bless spell or whose weapon has been the deals 1d6 points of damage per cleric level, bypassing target of a bless weapon spell automatically scores a damage reduction. If the attack was a critical hit, this critical threat on a shadow wight if he hits, regardless damage is doubled. The medallion of faith is destroyed of the weapon’s threat range, and the critical multiplier in the process. Sword knights, Skull knights, and of the weapon improves by one (x2 becomes x3, x3 other characters with clerical powers who possess becomes x4, etc). Aligned weapons with the axiomatic, medallions of faith may also attempt this attack. holy, or unholy qualities are also considered blessed Raise Dead: Because shadow wights are culled weapons for these purposes. from the souls of once-living beings, it is possible to Holy Water: Holy water deals twice as many points free them of Chaos’ torment. If a raise dead spell is of damage to a shadow wight as it does to standard cast on a shadow wight, it acts as a slay living spell on undead (4d4 on a direct hit or 2 points if within 5 the creature, either killing it or dealing damage. feet).

90  Chapter One Skorenoi Sample Skorenoi Skorenoi first arose in the Darken Wood during the years This creature is covered in red lumps and bulging veins. It immediately following the Chaos War. A fiendish treant seems to be an indistinct merge of man and goat. created by Chaos known as Grimbough had struck a This example uses a as the base creature. bargain with a rogue centaur chieftain named Chrethon. Chrethon had been exiled by his fellow chieftains for Skorenoi Satyr CR 6 (4 without pipes) defying the Darken Wood’s Forestmaster by slaughtering Always CE Medium fey (chaotic) a group of Knights of Takhisis. The exiled centaur wanted Init +2; Senses low-light vision; Listen +15, Spot +15 revenge against his fellow centaurs for perceived wrongs Languages Common, Sylvan against him, and Grimbough sought to take advantage of AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural); Dodge, this hatred. Mobility It was thus that the Grimbough altered the centaur hp 27 (5 HD); DR 5/cold iron and lawful leader into a skorenoi: a twisted and deformed version of Fort +3, Ref +6, Will +5 his former self. Chrethon then waged a war against his Spd 80 ft. old centaur allies, abducting them and using Grimbough Melee head butt +4 (1d6+2) and dagger –1 (1d4+2/19-20) to turn them into loyal skorenoi followers. Chrethon Ranged shortbow +4 (1d6/x3) discovered that the Grimbough’s powers were not limited Space 5 ft.;Reach 5 ft. to centaurs and kidnapped numerous satyrs to fill out his Base Atk +2; Grp +4 ranks. Atk Options smite law 1/day (+5 damage) It was only with the assistance of a Hero of the Lance, Combat Gear pipes Caramon Majere, and his daughter Dezra that destruction Abilities Str 14, Dex 15, Con 14, Int 12, Wis 13, Cha 13 was brought to Chrethon and Grimbough. After a few SQ death throes, pipes months, the taint of the skorenoi vanished from about Feats AlertnessB, Dodge, Mobility one-third of those previously affected. These Skills Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), centaurs felt no kinship for the evil skorenoi Hide +14, Intimidate +3, Knowledge (nature) +9, Listen and were not accepted back into the +15, Move Silently +14, Perform (pipes) +9, Spot +15, standard centaur communities due to Survival +1 (+3 above ground) their past sins. These centaurs struck out Possessions dagger, shortbow, pipes on their own, migrating towards the Environment Temperate forests Plains of Dust and helped to form the Organization Solitary, pair, band (3-5), or centaur/human nation of troop (6-11) Duntollik. Treasure Standard (including possessions) No two Advancement 6-10 HD (Medium); Level skorenoi look Adjustment +5 alike; the Death Throes (Su) 5 ft. radius, 5d6 fire damage, influence of Chaos Reflex DC 14 half changes them Pipes (Su) Skorenoi satyrs can play a variety of physically, magical tunes on their pan pipes. Usually, only one often resulting satyr in a group carries pipes. When it plays, in unnaturally all creatures within a 60-foot bulging muscles, spread (except satyrs) deformed features, must succeed on a or a blur of the animal DC 13 Will save and human-looking traits or be affected by found in the creatures. charm person, It is possible that other sleep, or fear creatures similar to (caster level 10th; Grimbough have been the satyr chooses the in hiding throughout tune and its effect). In the hands of other Ansalon, as adventurers beings, these pipes have no special have reported facing powers. A creature that successfully other creatures, such as saves against any of the pipes’ kyrie, that possess the same effects cannot be affected by attributes. the same set of pipes for 24 hours. The save DC is Charisma- based.

Monsters of Krynn  91 Smite Law (Su) Once per day, a skorenoi satyr can make a day, the skorenoi can make a normal melee attack to deal normal melee attack to deal an extra +5 points of damage extra damage equal to its HD (maximum of +20) against a against a lawful foe. lawful foe. Special Qualities: A skorenoi retains all the special Strategies and Tactics qualities of the base creature and gains damage reduction Skorenoi satyrs often utilize pipes in hopes of lulling as 5/lawful. If the base creature already has damage reduction many adventurers as possible into sleep. The satyrs will that can be overcome by another weapon type, the type of then attempt to coup de grace the adventurers, unless they weapon must reflect both the original required type and have some other plans for them. If this tactic doesn’t work, the lawful type. they will utilize hit-and-run tactics: attacking opponents Abilities: Increase from the base creature as follows: Str in melee with a head butt or dagger, using their prodigious +4, Dex +2, Con +2. speed to move far away, and peppering an opponent with Environment: Any forested area. arrows on the following rounds. Challenge Rating: Same as the base creature +1 or +2 if fey. Creating Skorenoi Alignment: Always chaotic evil. “Skorenoi” is an acquired template that can be added to Level Adjustment: Same as the base creature +2 or +3 any corporeal humanoid, fey, or monstrous humanoid that if fey. possesses bestial traits, such as a centaur, harpy, kyrie, or minotaur, etc. (referred to hereafter as the “base creature”). Skrit A skorenoi uses all the base creature’s statistics and This is a huge beetle resembling an armored flea with a special abilities except as noted here. long, inflexible tail. Its head is tiny and somewhat recessed Size and Type: Humanoids with this template become with the bulk of its body being a domed carapace mottled monstrous humanoids, and all creatures gain the chaotic in yellow and brown to blend in with the desert around it. subtype. Otherwise, the creature type is unchanged. Size is It scuttles along on six small segmented legs which peek out unchanged. Do not recalculate the creature’s Hit Dice, base from underneath its body. attack bonus, or base saves. Speed: If the creature is fey, double its base land speed. Skrit CR 5 Armor Class: Natural armor class improves by +2. Always N Large vermin Special Attacks: A skorenoi retains all the special Init +2; Senses darkvision 60 ft., scent, tremorsense 60 ft.; attacks of the base creature and gains the following attacks. Listen +0, Spot +4 —Death Throes (Ex) A skorenoi that is reduced to 0 hit AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 points or less immediately explodes, dealing 5d6 points of size) fire damage to all creatures within 5 feet of the skorenoi. hp 33 (6 HD) Affected creatures can attempt a Reflex save with a DC Immune vermin traits equal to 10 +1/2 HD + Con modifier to take half damage. Fort +6, Ref +6, Will +2 This blast also destroys the weapon used to deal the killing Spd 50 ft. blow, if any. Magic weapons are allowed a saving throw Melee 2 claws +7 each (1d4+4) and bite +2 (1d8+2 plus (same DC) to negate this effect. If the killing blow was poison) a natural weapon or unarmed attack, the creature who Space 10 ft.; Reach 5 ft. delivered it takes half again as much fire damage from the Base Atk +4; Grp +12 explosion, unless it succeeded its saving throw, in which Atk Options improved grab (bite) case it takes normal damage. Abilities Str 18, Dex 15, Con 13, Int —, Wis 10, Cha 7 —Smite Law (Su) Feats Lightning ReflexesB Once per

92  Chapter One Skills Hide –2*, Listen +0, Spot +4 Fort +1, Ref +4, Will +5 Environment Cool deserts Spd 10 ft.; fly 60 ft. (average) Organization Solitary or pair Melee 2 claws +6 each (1d6+3) or Treasure None Melee bite +6 (1d8+1) Advancement 7-12 HD (Large), 13-18 HD (Huge); Level Space 5 ft.;Reach 5 ft. Adjustment — Base Atk +3; Grp +6 Improved Grab (Ex) To use this ability, a skrit must Atk Options Flyby Attack, improved grab (claw) hit with its bite attack. It can then attempt to start a Abilities Str 16, Dex 16, Con 10, Int 13, Wis 13, Cha 11 grapple as a free action without provoking an attack Feats Alertness, Flyby Attack of opportunity. Each round after the first that the skrit Skills Knowledge (nature) +8, Listen +10, Move Silently maintains a hold on its victim, it can continue to inject +10*, Spot +10 poison until paralysis takes effect. A skrit does not Environment Temperate hills deal additional bite damage after the first round, nor Organization Solitary, pair, or flock (3-20) may it make claw attacks on other opponents while Treasure Standard it is maintaining a hold on the victim. A skrit that Advancement 5-8 HD (Small), 9-12 HD (Medium); Level is damaged after grabbing its prey will immediately Adjustment — retreat, dragging the victim with it. Improved Grab (Ex) To use this ability, a skyfisher must Poison (Ex) Injury; Fort DC 14; initial damage paralysis hit with a claw attack. It may then attempt to start a for 3d6 hours, secondary damage 2d4 Con. The save grapple as a free action without provoking an attack of DC is Constitution-based. This poison continues to opportunity. If it wins the grapple, it establishes a hold inflict 1d4 points of Constitution damage every hour and can fly off with any Medium or smaller creature after the first, liquefying the victim’s internal organs, that weighs less than 200 pounds. muscles, and bone. Skills *A skyfisher gains a +8 racial bonus on Move Silently Skills A skrit has a +4 racial bonus to Spot checks. *A skrit checks when it is in flight. also gains a +12 bonus to Hide checks when in rocky desert terrain, due to its natural camouflage, as long as The skyfisher is a clever avian predator that plagues sheep it remains still. and goat farms in the mountains of northern Ansalon. Occasionally, it will tire of animals and target settlements Skrits are large carnivorous desert beetles that lie in wait and villages; it has been known to attack children, horses, for their prey among rocky outcroppings or boulders. and even grown adults. Skrits are over five feet tall and half again as long with The skyfisher is a hideous amalgam of bat and vulture armored shells which protect them from most attacks. with the worst features of both. Legends in Solamnia credit Skrit shells persist even after the creature itself is dead, the creature’s existence to a knight’s curse; a moment of forming homes for desert life and used by desert nomads passion led to an act of betrayal and murder, transforming as material for armor and shelters. the knight into a dark reflection of the Order’s kingfisher symbol. This is considered a folk tale at best, but it is true Strategies and Tactics that the skyfisher is a cunning and intelligent creature with Once a skrit’s prey is in range, it aggressively attacks the an interest in despoiling the lands of knights. weakest or smallest individual to the exclusion of all Skyfishers are three feet long with a wingspan of over others. It will try to achieve a hold with its barbed mouth, four feet. They weigh 150 pounds but are extremely strong injecting its paralyzing toxin into the victim and dragging for their small frames. it off. Skyfishers communicate with each other by squawks and shrieks and understand Common and the local Skyfisher languages of their area (such as Solamnic). This is a cross between a vulture and a giant bat with a curved beak, bat-like wings, and long dangling legs that end Strategies and Tactics in vicious hooked talons. It is earless and has beady black A skyfisher’s preferred tactic is to fly above its target for eyes. Its body is covered in blue-black feathers which lighten a short time, waiting for an opportune moment to dive to a blue fur on its head and upper legs. upon the target and snatch it up in its claws. Skyfishers revel in dropping their prey from the skies, counting on Skyfisher CR 2 falling damage to do most of the work for them. When Usually N Small aberration encountered in a flock, three quarters of the flock will hold Init +3; Senses darkvision 60 ft., low-light vision; Listen back and wait to see how a threat measures up to a handful +10, Spot +10 of their number before swooping in for the kill. Languages Common, local regional language (cannot speak) Pernicious Skyfisher AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 Perhaps because of their dark and malicious natures, some size) skyfishers display characteristics and traits that add to hp 18 (4 HD) rumors of their infernal origins. A pernicious skyfisher is a

Monsters of Krynn  93 foul-winged monstrosity, many times the size of its lesser cousins, and surrounded by a stench of brimstone and malice. In addition to Common, pernicious skyfishers understand the Infernal and Abyssal tongues.

and can fly off with any Large or smaller creature that weighs less than 800 pounds. Pernicious Skyfisher Smite Good (Su) Once per CR 7 day, a pernicious skyfisher may make a normal melee attack that deals +12 damage to a good foe. Always NE Medium outsider (native) Slig Init +5; Senses darkvision 60 ft., This hairless, six-foot-tall humanoid carries a pole arm low-light vision; Listen +19, weapon and has a wiry, orange-yellow body. Its head Spot +19 is vaguely snake-like with yellow reptilian eyes, and its Languages Abyssal, Common, mouth boasts venomous fangs. It has large ears, a blunt Infernal; (cannot speak) nose, thick hook-clawed fingers, and a stubby tail. AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural) hp 78 (12 HD); DR 10/magic Slig CR 2 Immune poison Usually LE Medium humanoid (reptilian) Resist acid 10, cold 10, electricity 10, fire 10; SR 22 Init +2; Senses darkvision 60 ft.; Listen +2, Spot +2 Fort +6, Ref +9, Will +10 Languages Common, Draconic Spd 10 ft.; fly 60 ft. (average) AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) Melee* 2 claws +12 each (1d8+11) or hp 16 (3 HD) Melee* bite +12 (1d10+7) Resist fire 10 * includes adjustments for a 4-point Power Attack Fort +2, Ref +5, Will +1 Space 5 ft.;Reach 5 ft. Spd 30 ft. Base Atk +9; Grp +16 Melee glaive +4 (1d10+3/x3) or Atk Options Flyby Attack, improved grab (claw) Melee bite +4 (1d4+2 plus 1 acid) and 2 claws –1 each Special Actions smite good 1/day (+12 damage) (1d3+1) Spell-Like Abilities (CL 12th, +16 melee touch, +14 ranged Space 5 ft.;Reach 5 ft. touch) Base Atk +2; Grp +4 3/day—darkness, poison (DC 15) Special Actions acid spit 1/day—blasphemy (DC 18), contagion (DC 14), Abilities Str 14, Dex 12, Con 14, Int 13, Wis 11, Cha 7 desecrate, unholy blight (DC 15) SQ slig traits Abilities Str 24, Dex 20, Con 14, Int 17, Wis 14, Cha 13 Feats Alertness, Stealthy Feats Alertness, Flyby Attack, Hover, Improved Sunder, Skills Craft (trapmaking) +4, Hide +9, Listen +2, Move Power Attack Silently +7, Ride +4, Spot +2, Survival +2 Skills Bluff +7, Concentration +8, Escape Artist +11, Possessions glaive Hide +11, Intimidate +9, Knowledge (nature) +18, Environment Warm hills Knowledge (the planes) +10, Listen +19, Move Silently Organization Solitary, scout party (3-9 plus 1 3rd-level +12 (+20 in flight), Search +10, Spot +19, Survival +9 bravo), war party (10-24 mounted on dire boar (+11 natural environments), Swim +14 mounts), or tribe (10-100 plus 100% noncombatants Environment Temperate hills plus 1 3rd-level bravo for every 20 adults, 1-2 Organization Solitary or pair champions of 6th or 7th level, 1 boss of 8th-10th level, Treasure Standard 1-4 ogres, and 10-24 dire boars) Improved Grab (Ex) To use this ability, a skyfisher must Treasure Standard (including possessions) hit with a claw attack. It may then attempt to start a Advancement by character class; Favored Class rogue; grapple as a free action without provoking an attack of Level Adjustment +2 opportunity. If it wins the grapple, it establishes a hold Acid Spit (Ex) A slig’s bite deals an additional 1 point of

94  Chapter One acid damage with a successful attack. Three times a Sligs speak Common and Draconic. Many sligs also day, a slig can spit a caustic fluid at an opponent as speak Goblin and Ogre. a ranged touch attack that deals 1d6 points of acid damage. This attack has a range of 10 feet and has no Strategies and Tactics range increment. Anyone hit by a slig’s acid spit must Although a slig can inflict damage by biting or clawing its succeed on a DC 12 Reflex save or be blinded for 1d6 opponent, it prefers to use a weapon. Sligs favor polearms rounds. The save DC is Constitution-based. A blinded such as glaives, guisarms, and ranseurs for their reach opponent can take a full round action to flush their and usefulness in tripping or disarming opponents. A slig eyes and face with water to restore sight, but this action will reserve its acidic spit for tough opponents, such as draws an attack of opportunity. armored fighters and knights, relying on its other abilities Skills: A slig has a +2 racial bonus on Craft (trapmaking) for regular foes. and Hide skills. Sligs are strong, clever fighters that prefer to use well- placed traps, ambushes, and snares when given the chance. Sligs are tall, brawny reptilian humanoids related to Slig war parties stage elaborate traps outside of settlements kobolds with crafty and sadistic natures. or camps and then attempt to drive their opponents into A slig has many snake-like features including smooth, them. Many sligs ride dire boars into battle, leaping from mottled skin and sharp fangs. It decorates itself with tribal their backs after closing with the enemy or bullrushing tattoos and body paints in zig-zag patterns and wears individual opponents into trapped areas. chunky jewellery and trinkets rather than actual clothing. A slig is 6 to 6 1/2 feet tall and weighs 180 to 220 Slig Society pounds. Its posture is often stooped and hunched over Slig tribes live in rocky areas, such as canyons and hills. from spending long hours in cramped tunnels or caves; They occasionally make their lairs near kobold mines, when it runs, it ducks and weaves with frequent short bullying their lesser cousins into a share of the resources. jumps. Sligs also ally with ogre bands for mutual support,

Monsters of Krynn  95 because they usually share a common human enemy in Slig Brigand CR 12 the area. During the Age of Mortals, sligs allied themselves Male slig rogue 10 with nearby dragonlords, such as Fenalysten and Usually LE Medium humanoid (reptilian) Stendunnus, but their lack of real numbers prevented them Init +6; Senses darkvision 60 ft.; Listen +12, Spot +12 from establishing any lasting usefulness to the dragons. Languages Common, Draconic, Goblin Sligs are led by a boss who surrounds himself with AC 22, touch 13, flat-footed 20 (+5 armor, +1 deflection, +2 cunning and crafty supplicants and earns his position Dex, +4 natural); improved uncanny dodge, uncanny through claims of a suitably mythic ancestor. Sligs are, like dodge kobolds, rumored to be the result of breeding experiments hp 61 (13 HD) between bakali lizardfolk and goblin races, and their Resist fire 10; evasion, improved evasion reptilian nature and tribal legends support this. Each slig Fort +5, Ref +12, Will +6 boss takes great care to exaggerate these legends whenever Spd 30 ft. possible so as to bolster his birthright. Melee +2 guisarme +16/+11 (2d4+9/x3) or Sligs revered Takhisis before the Chaos War, but the Melee bite +14 (1d4+5 plus 1 acid) and 2 claws +9 (1d3+2) Dark Queen chose not to appear to them during the Age of Ranged light crossbow +11 (1d8/19-20) Mortals, relying instead on the spread of dark mysticism to Space 5 ft.;Reach 5 ft. serve her ends. With her death and the return of the other Base Atk +9; Grp +14 gods, there has been some effort on the part of Sargonnas Atk Options acid, Combat Expertise, Improved Feint, to count the sligs among his worshippers, so far with little Improved Trip, sneak attack +5d6 success. Special Actions acid spit Combat Gear potion of bull’s strength, potion of cure critical Sligs as Characters wounds Most slig leaders are barbarians or barbarian/rogues. Slig Abilities Str 20, Dex 14, Con 12, Int 13, Wis 14, Cha 8 clerics typically worshipped Takhisis, with most tribal SQ slig traits, trap sense +3, trapfinding shamans turning to dark mysticism in the Age of Mortals. Feats Combat Expertise, Improved Feint, Improved Slig mystics choose one of the following domains: Evil, Initiative, Improved Trip, Martial Weapon Proficiency Strength, or Trickery. (guisarme) Slig characters possess the following racial traits. Skills Balance +4, Bluff +15, Craft (trapmaking) +15, —+4 Strength, +4 Dexterity, +2 Constitution, –4 Diplomacy +1, Disable Device +19, Hide +16, Charisma. Intimidate +1, Jump +7, Listen +12, Move Silently +14, —Medium size. Open Lock +16, Spot +12, Tumble +10 —A slig’s base land speed is 30 feet. Possessions combat gear plus +2 studded leather, ring of —Darkvision 60 feet. protection +1, +2 guisarme, light crossbow with 10 —Racial Hit Dice: A slig begins with 3 levels of bolts, artisan’s tools (trapmaking), masterwork thieves’ humanoid, which provide 3d8 Hit Dice, a base attack tools bonus of +2, and base saving throw bonuses of Fort +1, Ref Environment Warm hills +3, and Will +1. Organization Solitary —Racial Skills: A slig’s humanoid levels give it skill Treasure Standard (including possessions) points equal to 6 x (2 + Int modifier). Its class skills are Advancement by character class; Favored Class rogue; Craft, Hide, Move Silently, Ride, and Survival. Level Adjustment +2 —Racial Feats: A slig’s humanoid levels give it two feats. Acid Spit (Ex) 3/day, 1d6 acid damage (no save); blind 1d6 —+4 natural armor bonus. rounds, Reflex DC 12. —+2 racial bonus on Craft (trapmaking) and Hide checks. Ghaggler —Natural weapons: bite (1d4 plus 1 acid) and 2 claws Ghagglers are a marine offshoot of sligs that lair in deep (1d3) waters off the shore of Ansalon, preying upon sailors —Special Attacks: Acid spit. and merchant vessels as well as the occasional sea elf —Special Qualities: Resistance to fire 10. settlement. They revere Zeboim and ally themselves with —Automatic Languages: Common, Draconic. Bonus scrags and other evil aquatic races, and most tribes have Languages: Goblin, Elven, Ogre. entered into a partnership with an amphi dragon or sea —Favored Class: Rogue. dragon for mutual support. —Level adjustment: +2. Ghagglers have the aquatic subtype, a base land speed of 20 feet, and a swim speed of 40 feet. They are otherwise Slig Brigand identical to sligs. A slig brigand specializes in waylaying travelers who venture too close to a slig community. These skilled rogues are highly skilled in the arts of stealth and subterfuge and often set deadly traps along well-traveled routes.

96  Chapter One dealing 2d4 points of Constitution damage to any Swarm, Turbidus creature whose space it occupies, as part of its swarm damage. Once it has dealt a total of 16 points of Leech Constitution damage (either combined among multiple A mass of foot-long dark brown creatures clouds the water, targets or from a single one), it continues to attack the sharp teeth ringing sphincter mouths. creature out of sheer malevolence and spite, though it deals no more Constitution damage and must digest its Swarm, Turbidus Leech CR 10 meal. If its victim dies before the turbidus leech swarm’s Always CE Diminutive magical beast (aquatic, swarm) appetite has been sated, the Init +9; Senses darkvision 60 ft.; swarm detaches and Listen +0, Spot +0 seeks a new target. Aura distraction (0 Distraction ft., nauseated (Ex) Any 1 round, Fort living creature DC 17) that begins its turn AC 20, touch 20, with a turbidus leech flat-footed swarm in its space 14 (+6 Dex, +4 must succeed on a size) DC 17 Fortitude hp 84 (12 HD) save or be Immune swarm nauseated for 1 traits round. The save DC is Resist immune to Constitution-based. weapon damage Wounding (Ex) Fort +9, Ref +13, Will Any living creature +4 damaged by a Spd swim 40 ft. turbidus leech swarm’s Melee swarm (3d6 plus blood bite attack continues to bleed, drain) losing 1 hit point per round Space 10 ft.; Reach 0 ft. thereafter. Multiple wounds do not result in Base Atk +12; Grp — cumulative blood loss. The bleeding can be stopped Atk Options wounding by a DC 10 Heal check or the application of a cure spell Abilities Str 3, Dex 20, Con 12, Int 3, Wis 10, Cha 3 or some other healing magic. Feats Improved Initiative, Skill Focus (Survival), Skill Skills A turbidus leech swarm has a +3 racial bonus to Focus (Swim), Toughness (2) Survival checks. It also has a +8 racial bonus on any Skills Listen +0, Spot +0, Survival +5, Swim +14 Swim check to perform some special action or avoid Environment Any warm aquatic a hazard. It can always choose to take 10 on its Swim Organization Solitary, school (2-4 swarms), or scourge check, even if distracted or endangered. It can use the (5-10 swarms) run action while swimming, provided it swims straight. Treasure None Advancement None; Level Adjustment — Turbidus leeches are deadly creatures found primarily in Blood Drain (Ex) A turbidus leech swarm drains blood, the waters north of Nordmaar, though they span across Hazard: Turbidus Leech

urbidus Leech CR 3: Though the turbidus leeches the turbidus leech remains attached. Spells cast later Tpose a fatal risk in a swarm, even a single leech on the victim take priority over older ones should they is capable of leading one to ruin but not in a manner contradict previous charm or compulsion spells. to be expected. When a single leech attaches itself to A creature with a turbidus leech attached to it feels a living non-plant creature, the chemicals it secretes compelled to do everything he can to hide the leech’s make the victim’s mind malleable. The host creature presence from others. One may notice the presence of takes a –4 penalty to all Will saves made while a a turbidus leech through another’s clothing by making turbidus leech is attached to it, as well as taking 1 a Spot check opposed by the host’s Disguise check. point of Constitution damage a day (thus, the creature The host gains a +12 bonus due to the small size of is effectively always missing 1 point of Constitution). the leech, as well as a circumstance modifier equal to Furthermore, any charm or compulsion effects cast the armor bonus provided by any armor he may be upon a victim have a permanent duration so long as wearing.

Monsters of Krynn  97 practically all of Ansalon’s equatorial oceans in varying numbers. They exist to feed, although many spellcasters Sample Tainted-Blood have found a most unique use for individual turbidus This short humanoid has a flat face with a broad nose, leeches (see sidebar). pointed ears, and a wide mouth filled with sharp fangs. Turbidus leeches are one foot long with slimy, Its features are twisted into a grimace of pain and rage, segmented brown bodies and a featureless head marked insanity blazing in its eyes. At first glance, it seems like a only by a ring-shaped mouth filled with teeth. They weigh goblin of some sort, although its flesh is a sickly yellow hue a little over a pound. and covered with oozing boils and pustules. It wears only a loincloth, revealing that the wounds cover its entire body, Strategies and Tactics giving it a truly unhealthy appearance. A scent of rotten A turbidus leech swarm seeks to surround as many citrus clings to the creature. creatures as possible and drain blood from them. Because This example uses a 1st-level goblin warrior as the base of the swarm’s evil alignment, it does not stop its attack creature. when it is full but continues to deal swarm damage. Tainted-Blood Goblin CR 1 Tainted-Blood Male or female tainted-blood goblin warrior 1 The wicked Dragon Overlord Onysablet was well-known Always CE Small monstrous humanoid (augmented for her twisted experimentation upon living creatures in humanoid) order to create horrifying monsters to torture and Init +1; Senses darkvision 60 ft., low- torment those within her realm. One of her light vision; Listen +1, Spot +1 creations was the tainted-blood creature, Languages Common, whose blood is magically imbued with a Goblin potent acid. AC 14, touch 12, flat- Most creatures transformed footed 13 (+1 Dex, +2 into tainted-blood are driven natural, +1 size) insane, living in near constant hp 7 (1 HD) pain from the acid coursing Immune acid, poison through their blood. The Fort +5, Ref +1, Will –1 transformation causes boils Spd 30 ft. and pustules to form on Melee Small the creature’s skin with morningstar +4 open wounds constantly (1d6+2) or oozing dark-colored Ranged Small javelin blood. Most of the +3 (1d4+2) creature’s hair falls out, Space 5 ft.; Reach while its skin changes 5 ft. to either a sickly yellow Base Atk +1; Grp or darkens to the blue- +7 black color of a bruise, Atk Options giving the creature a Improved Grapple jaundiced look. The scent Special Actions of rotting citrus seems burning embrace (1d6 to surround the tainted- acid) blood creatures at all Abilities Str 15, Dex times, making them 13, Con 16, Int 10, fairly easy (in most Wis 9, Cha 6 circumstances) to SQ acid reflex, death track. throes, poison fumes, Unfortunately, scented it does not seem that Feats Alertness, Improved Onysablet is the only GrappleB being to take an interest Skills Climb +6, Hide +5, Jump +6, in creating more of these twisted creatures. Some Listen +1, Move Silently +5, Ride +4, Spot +1 priests of Morgion have been working on refining the Possessions Small javelin (2), Small morningstar transformation process to make it an affliction that can Environment Temperate marshes easily be transmitted to others. Thankfully, they have yet to Organization Gang (4-9), warband (10-24 with worg prove successful. mounts), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th- 6th level), or tribe (40-400 plus 100% noncombatants

98  Chapter One plus 1 3rd-level sergeant per 20 adults, 1 or 2 an individual, crushing its body against its opponent and lieutenants of 4th or 5th level, 1 leader of 6th-8th level, purposefully causing its pustules to burst. This damage is 10-24 worgs, and 2-4 dire wolves) automatic each round that the victim remains grappled Treasure Standard (including possessions) by the tainted-blood. Additionally, after the first round, Advancement by character class; Favored Class rogue; victims must make a saving throw against the poisonous Level Adjustment +1 fumes of the tainted-blood’s acid (see below). Acid Reflex (Ex) 5 ft. line, Reflex DC 13 half, 1d4 acid —Death Throes (Ex) When killed, the body of the damage. tainted-blood falls to the ground and begins to smoke and Death Throes (Su) delay 1d4 rounds, 5 ft. radius, Reflex smolder. 1d4 rounds later, the corpse explodes in a burst DC 13 half, 1d8 acid damage. of acid. Creatures within the area of effect are allowed a Poison Fumes (Su) Inhaled, Fort DC 13, 1 Con/1d4 Con. Reflex saving throw for half damage. Additionally, one Scented (Ex) Because of its smell, those following the round after the death throes, any creature still within the tainted-blood gain a +5 circumstance bonus to Survival area of effect must save against the poison fumes (see checks to track the creature. The bonus increases to +10 below). if the tracker has the Scent special quality. Size Acid Reflex Burning Death Death Throe Dmg Embrace Dmg Throe Dmg Radius Tainted-blood goblins congregate in the outskirts of Fine 1 1d2 1d3 0 ft. Sable’s Great Swamp, eking out a miserable existence Diminutive 1d2 1d3 1d4 0 ft. among the crocodiles and aberrant creations of the Tiny 1d3 1d4 1d6 0 ft. Black Dragon Overlord. When they are not bemoaning Small 1d4 1d6 1d8 5 ft. their condition, they are staging suicidal attacks on Medium 1d6 1d8 2d6 5 ft. unwary travelers, hoping to give some meaning to their Large 1d8 2d6 2d8 10 ft. lives. Huge 2d6 2d8 4d6 15 ft. Gargantuan 2d8 4d6 4d8 20 ft. Strategies and Tactics Colossal 4d6 4d8 6d6 30 ft. Tainted-blood goblins throw themselves into melee, choosing a direct and brutal approach to any conflict. If —Poison Fumes (Ex) The fumes of the tainted-blood’s there are large numbers of them in a fight, they attempt acid are toxic. Creatures within the area of effect of its to overbear and pile onto larger targets, overwhelming death throes, as well as any creature held in its burning them with their burning embrace and poison fumes. If the embrace, may be affected by the fumes. The initial damage tainted-blood goblins are outnumbered, they have even of the fumes is 1 Constitution. One minute later, those who been known to turn on each other, hoping to release acidic failed their first saving throw must make another save or bursts as their foes approach. take 1d4 Constitution damage. Special Qualities: A tainted-blood retains all the Creating a Tainted-Blood Creature special qualities of the base creature and gains those “Tainted-blood” is an acquired template that can be described below. added to any corporeal creature with a Constitution score —Enhanced Vision (Ex) A tainted-blood gains (referred to hereafter as the “base creature”). darkvision to 60 feet and low-light vision. A tainted-blood uses all the base creature’s statistics —Immunities (Ex) A tainted-blood is immune to and special abilities except as noted here. poison and acid. Size and Type: Giants or humanoids with this template —Scented (Ex) The fumes of the acid in its blood, become monstrous humanoids; otherwise, the creature combined with the oozing wounds that leave a trail of type is unchanged. Size is unchanged. Do not recalculate acid droplets in its wake, make tainted-blood creatures base attack bonus, saves, or skill points if its type changes. very easy to track. Those following the tainted-blood gain Armor Class: The creature’s natural armor class a +5 circumstance bonus to Survival checks to track the increases by +2. creature. The bonus increases to +10 if the tracker has the Special Attacks: A tainted-blood retains all special Scent special quality. attacks of the base creature and gains those described Abilities: Increase from the base creature as follows: Str below. Saves have a DC of 10 + 1/2 tainted-blood’s HD + +2, Con +4. tainted-blood’s Con modifier unless noted otherwise. Feats: Tainted-blood gain Improved Grapple as a bonus —Acid Reflex (Ex) The acid-filled pustules covering a feat, even if they do not meet the prerequisites for the feat. tainted-blood’s body are extremely fragile. Any time the Environment: Any, usually same as base creature. tainted-blood is struck by a physical attack (whether a Organization: Any, usually same as the base creature. melee attack or a ranged attack), some of these pustules Challenge Rating: Fine through Tiny size, as the base burst, releasing a 5-foot line of acid. Individuals in the area creature; Small through Large, as base creature +1; Huge must make a Reflex save or else take an amount of acid through Colossal, as base creature +2. damage based upon the tainted-blood’s size (see table). Alignment: Always chaotic evil. —Burning Embrace (Ex) With a successful grapple Level Adjustment: Same as the base creature +1. check, the tainted-blood manages to get a tight grip on

Monsters of Krynn  99 AC 12, touch 12, flat-footed 10 (+2 Dex) Tayfolk hp 4 (1 HD) Tayfolk are a race of polar opposites whose society Immune sleep depends on each individual having a deep empathic SR 6 connection to a fraternal twin sibling. Half of the race Fort +2, Ref +2, Will +0 (+2 against enchantment) is composed of elf-like humanoids with beautiful yet Spd 30 ft. frail features and an innate understanding of magic. The Melee short sword +3 (1d6/19-20) other half is made up of bestial humanoids with powerful Space 5 ft.;Reach 5 ft. frames and feral natures. Tayfolk are native to an island in Base Atk +1; Grp +1 the Courrain Ocean, but with the advent of the Summer Atk Options combat synergy of Chaos, their once-isolated existence has been forever Spell-Like Abilities (CL 1st) changed. 3/day—cure minor wounds (DC 10), mage hand Tayfolk speak their own language, Tayl. Some learn Abilities Str 11, Dex 15, Con 10, Int 10, Wis 11, Cha 10 to speak Common, Elven, and Ogre, as well as other SQ spell rage, tayfolk traits languages encountered in their travels. Feats Weapon Finesse Skills Hide +4, Listen +0, Ride +4, Spot +4 Strategies and Tactics Possessions short sword Tayfolk always fight in pairs, one tayling and one taylang. Environment Temperate plains The tayling is the elf-like twin with magical abilities, and Organization Pair (1 tayling and 1 taylang), group (2-10 the taylang is his or her brutish twin. With an empathic taylings, 2-10 taylangs, 1 4th-level tayling sorcerer and bond between them stronger than any normal sibling 1 4th-level taylang ranger), or community (10-100 relationship, tayfolk work exceptionally well as a fighting taylings, 10-100 taylangs, 100% noncombatants, 1 4th- unit. level tayling sorcerer or mystic per 20 adults, 1 4th- Tayfolk Traits: A tayfolk possesses the following traits level taylang ranger or fighter per 20 adults, 1 8th-level whether it is a tayling or taylang. tayling mystic and 1 8th-level taylang fighter) —Low-light vision. Treasure Standard (including possessions) —Immunity to sleep spells and similar magical effects Advancement by character class; Favored Class sorcerer; and a +2 racial saving throw bonus against enchantment Level Adjustment +2 spells and effects. Spell Rage (Su) Unlike its sibling, the tayling cannot —Combat Synergy (Su) A tayfolk’s empathic bond with become enraged at will. However, if the tayling’s sibling his sibling also provides a number of benefits in combat. is killed, it flies into a storm of grief-driven magic in When a pair of tayfolk siblings are both conscious and order to avenge its partner. The tayling’s spell rage in the same battle, they each gain a +2 insight bonus to enables it to channel power into a single bolt that deals Initiative checks and Reflex saving throws. In addition, due 1d6 points of damage. This is treated as a ranged touch to its highly trained sense of cooperative effort, a tayfolk attack. When the tayling is spell raging, he gains a +2 who uses the aid another action to assist its sibling against bonus to all saving throws but incurs a –2 penalty an opponent increases the bonus to +4 instead of +2. to Armor Class. On the following round, the tayling —Empathic Bond (Su) A tayfolk has a strong, almost becomes fatigued (–2 penalty to Strength, –2 penalty to telepathic connection with its twin and knows when he or Dexterity, can’t charge or run) for the remainder of the she is hurt, upset, or in danger. This creates an empathic encounter. link to a distance of up to 1 mile through which general emotional information can be shared (such as fear, hunger, Taylings are the handsome twins to the bestial taylangs. happiness, or curiosity). Because of this empathic link, a They are charming, graceful, and innately magical tayfolk has the same connection to an item or place as its individuals. Taylings have all the poise and beauty of elves, twin. For example, a tayling whose taylang brother has who they resemble closely. Taylings prefer to dress in been to a room can teleport to that room as if he himself flowing robes, loose shirts, or fine gowns in silks and satins. had been there. Many traveling taylings affect a dashing style that is quite appealing. Tools of magic and mysticism are common with TAYLING them, hanging from their belts or in pouches. This humanoid has an elf-like appearance with alabaster Most taylings are sorcerers; however, mystics, bards and skin, well-formed and delicate features, and long raven-black even monks are known among tayfolk communities. The hair tied back into a ponytail. He is dressed in loose, flowing 1st-level tayling warrior presented here had the following clothing. ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Tayling CR 1 Taylings with levels in NPC classes have a CR equal to Male tayling warrior 1 their character level. Taylings with levels in PC classes have Usually NG Medium humanoid (tayfolk) a CR equal to their character level +1. Init +2; Senses low-light vision; Listen +0, Spot +4 Languages Tayl; empathic bond

100  Chapter One can use polymorph 3 times a day. Effective caster level for these spell-like abilities is the tayling’s character level. TAYLANG This humanoid creature is almost 8 feet tall, resembling a cross between a grizzly bear and an ape with bestial features and a snarling expression. It is dressed in breeches and wears leather armbands and thick-soled boots. Taylang CR 2 Usually CN Large monstrous humanoid (tayfolk) Init +0; Senses low-light vision; Listen +3, Spot +0 Languages Tayl; empathic bond AC 13, touch 9, flat-footed 13 (+4 natural, –1 size) hp 11 (2 HD) Immune sleep Strategies Fort +2, Ref +2, Will +0 (+2 against enchantment) and Tactics Spd 30 ft. Melee Large greatclub +5 melee (2d8+4) Taylings, even those without levels in Space 10 ft.; Reach 10 ft. sorcerer or mystic, rely on magic. A tayling fights alongside Base Atk +2; Grp +9 its taylang twin, setting up situations where the twins can Atk Options combat synergy, Power Attack, rage 1/day (6 benefit from flanking attacks and the use of the aid another rounds) action. Tayling sorcerers and mystics concentrate on spells Abilities Str 16, Dex 11, Con 13, Int 8, Wis 10, Cha 6 which support their siblings and protect themselves from SQ tayfolk traits harm. When using a weapon, a tayling favors light blades Feats Power Attack such as short swords or rapiers. Skills Climb +4, Intimidate +2, Listen +3, Spot +0, Survival Spell Rage (Su) A tayling’s spell rage enables it to +3 channel any unused prepared spells (if a wizard or cleric) Possessions Large greatclub or unused spell slots (if a sorcerer or mystic) into bolts Environment Temperate plains of magical energy. A tayling can generate one bolt per Organization Pair (1 tayling and 1 taylang), group (2-10 round, which is treated as a ranged touch attack that taylings, 2-10 taylangs, 1 4th-level tayling sorcerer and deals 1d6 points of damage per level of the spell or spell 1 4th-level taylang ranger), or community (10-100 slot channeled (maximum 9d6). A tayling who is spell taylings, 10-100 taylangs, 100% noncombatants, 1 4th- raging gains a +2 bonus to all saving throws but incurs level tayling sorcerer or mystic per 20 adults, 1 4th- a –2 penalty to Armor Class. When all of a tayling’s spell level taylang ranger or fighter per 20 adults, 1 8th-level slots are expended, it becomes fatigued (–2 penalty to tayling mystic and 1 8th-level taylang fighter) Strength, –2 penalty to Dexterity, can’t charge or run) for Treasure Standard (including possessions) the remainder of the encounter. A tayling who is not able Advancement by character class; Favored Class fighter; to cast spells may still channel power into a single bolt that Level Adjustment +1 deals 1d6 points of damage character level (maximum Rage (Ex) Once per day, a taylang can fly into a rage, 5d6), at which point it becomes fatigued. gaining phenomenal strength and durability at the Spell Resistance (Ex) A tayling has spell resistance cost of his defenses. This ability functions exactly like equal to 5 + character levels. that of a barbarian. A taylang who enters a rage does Spell-Like Abilities: 3/day—cure minor wounds, mage not lose any benefits he gains from his empathic bond hand. In addition, taylings of 3rd level or higher can use with his sibling, but his sibling incurs a –1 penalty cat’s grace 3 times a day; taylings of 6th level or higher can to his attack rolls and Will saving throws due to the use haste 3 times a day; and taylings of 9th level or higher emotional feedback for as long as the taylang is raging.

Monsters of Krynn  101 A taylang whose sibling is killed will automatically fly bloody civil wars and were punished by the passage of the into a rage, even if he has already used the ability in the Graygem by being split into two. last 24 hours. This rage functions like the barbarian’s Whatever their origins, the tayfolk had lived in relative greater rage ability, and of course, the taylang no longer isolation and peaceful harmony on their island of Land gains any empathic bond benefits due to the death of for centuries before and after the Cataclysm, encountered his sibling. only rarely by lost seafarers. They did not know war or When a taylang rages, its statistics change as follows: conflict until the ships of Ariakan came to Land in search AC 11, touch 7, flat-footed 11 of grunt soldiers and mercenaries for the coming invasion hp 15 of Ansalon. The tayfolk strongly resisted any attempt to be Fort +4, Will +2 enlisted, so Ariakan had his Gray Robes destroy the tayfolk Melee Large greatclub +7 (2d8+7) villages and towns. Grp +11 So many tayfolk lost their siblings that day that a great Abilities Str 20, Con 17 vengeance arose within them. Several hundred of them Skills Climb +6 departed on ships to find the Dark Knights and exact their blood debt but were never seen again. When Chaos set foot Taylangs are the strong, intimidating twins of the taylings. upon the world and the stars fell, the tayfolk blamed the When in the company of its sibling, a taylang can be a Dark Knights. Decades later, on the eve of a new beginning gentle giant or a noble ally. When its sibling is threatened following the War of Souls, the tayfolk have became a race or killed, however, a taylang flies into a bloodrage, hunting driven to spread out across Krynn in search of answers to the enemy across the world if need be in order to wreak the tragedy that has stricken them. vengeance. Only a handful of tayfolk villages remain on Land, Taylangs are very different in appearance from their their inhabitants living somewhat pastoral lives with little smaller twins. They can vary between families in terms of to no central government. The majority of tayfolk live a which bestial features they possess. Some resemble bears or gypsy existence, traveling in small bands by ship to far- apes; others have distinctly reptilian qualities to them. All flung regions. They are led by prominent tayfolk pairs taylangs, however, are humanoid, powerfully muscled and whose parents were killed or went missing in the Chaos feral. Closer inspection will reveal a remote likeness with War. Those who have made it to Ansalon will no doubt their twins, but usually only another tayfolk can see the encounter what remains of the Dark Knights. resemblance. The statistics block describes an average taylang Tayfolk as Characters without class levels. Most taylangs are rangers or fighters Tayfolk share some common traits but differ markedly with the occasional barbarian. Very few taylangs have between taylings and taylangs. an interest in magic or the patience to use it, leaving the Tayfolk Traits: Both taylings and taylangs possess the spellcasting to their siblings. following racial traits. —A tayfolk’s base land speed is 30 feet. Strategies and Tactics —Low-light vision. Taylangs are no-nonsense brawlers. Their focus in combat —Racial Feats: A tayfolk gains feats according to its is to protect their weaker sibling from tough opponents character class. and deliver as much damage as possible to his foes. A —Special Qualities (see above): Combat synergy, taylang will go to great lengths to ensure its sibling is empathic bond, immunity to sleep spells and similar safe if threatened, but will usually choose to engage the magical effects, and a +2 racial saving throw bonus against threatening enemy rather than physically remove the enchantment spells and effects. tayling from the battle. —Automatic Languages: Tayl. Bonus Languages: Taylangs favor greatclubs and other large, bludgeoning Common, Elven, Ogre. weapons. Contrary to their bestial appearances, taylangs do Tayling Traits: These traits are in addition to the not possess claws or bite attacks but have been known to Tayfolk traits. abandon all weapons and fight barehanded. —Strength –2, Dexterity +2, Constitution –2, Wisdom +2, Charisma +2. Tayfolk Society —Medium size. Tayfolk legends are confusing and unsurprisingly —Racial Skills: A tayling has a +2 racial bonus on divided on the issue of how the race became what it is. Concentration and Spot checks. It is commonly believed among their lorekeepers and —Special Attacks (see above): Spell-like abilities. storytellers that they were once a clan of elves and a tribe —Special Qualities: Spell resistance equal to 5 + of ogres who entered into a sacred bargain with Zivilyn, character levels. the World Tree, to live a harmonious life together on the —Favored Class: Sorcerer. remote island which the tayfolk later called Land. Over —Level Adjustment: +2. thousands of years, the two races became a single race yet Taylang Traits: These traits are in addition to the manifesting the characteristics of both. Other sages claim tayfolk traits. that the tayfolk were one race that constantly fought in —Strength +6, Constitution +2, Intelligence –2,

102  Chapter One Charisma –4. Space 10 ft.; Reach 10 ft. —Large size. –1 penalty to Armor Class, –1 penalty Base Atk +11; Grp +25 on attack rolls, –4 penalty on Hide checks, +4 bonus to Atk Options Cleave, pounce, Power Attack, rend 2d6+15 grapple checks, lifting and carrying limits double that of Abilities Str 30, Dex 9, Con 25, Int 4, Wis 12, Cha 15 Medium characters. SQ babble —Space/Reach: 10 ft. /10 ft. Feats Cleave, Improved Initiative, Power Attack, Skill Focus —Racial Hit Dice: A taylang begins with two levels of (Hide), Skill Focus (Move Silently), Stealthy monstrous humanoid, which provide 2d8 Hit Dice, a base Skills Hide +8*, Listen +4, Move Silently +10, Spot +6, attack bonus of +2, and base saving throw bonuses of Fort Survival +6 +0, Reflex +3, and Will +3. Environment Temperate forests —Racial Skills: A taylang’s monstrous humanoid levels Organization Solitary or pair give it skill points equal to 5 x (2 + Int modifier, minimum Treasure Standard 1). Its class skills are Climb, Intimidate, Listen and Survival. Advancement 16-30 HD (Large), 31-45 HD (Huge); Level Taylangs gain a +2 racial bonus on Intimidate and Listen Adjustment — checks. Babble (Su) A mewling troll mutters and whines to itself, —Racial Feats: A taylang’s monstrous humanoid levels creating a hypnotic effect. All sane creatures within 60 give it one feat. feet of the mewling troll must succeed on a DC 19 Will —Weapon Proficiency: A taylang is automatically save or be affected as though by a hypnotism spell for proficient with the greatclub. 2d4 rounds. This is a sonic mind-affecting compulsion —+4 natural armor bonus. effect. Creatures that successfully save cannot be —Special Attacks (see above): Rage affected by the same mewling troll’s babble for 24 —Favored Class: Fighter. hours. This is a continuous ability the mewling troll can —Level Adjustment: +1. suppress. The save DC is Charisma-based. Pounce (Ex) If a mewling troll charges a foe, Troll, it can make a full attack. Rend (Ex) If a mewling Mewling troll hits with both This is a hunched, claw attacks, it latches repulsive creature onto the opponent’s covered in green body and tears the fur matted with flesh. This attack vegetation. It has automatically deals large, sad, black an additional 2d6+15 eyes and ram-like damage. horns. Whimpering Skills: A mewling mewling sounds troll has a +3 emanate from it. racial bonus on all Listen, Spot, Mewling and Survival Troll checks, as well as a +12 competence CR 11 bonus on any Often NE Large Hide checks made giant within a forested Init +3; Senses area. darkvision 60 ft., low-light vision, Mewling trolls scent; Listen +4, are clever creatures Spot +6 that use their natural Languages None camouflage to hide in AC 23, touch 8, flat- forests and surprise their footed 23 (–1 Dex, +15 foes. The coat of a mewling natural, –1 size) troll is a mossy hue of green that’s hp 172 (15 HD) often entangled with vines and leaves Fort +16, Ref +4, Will +6 that have matted into its hide. Ram- Spd 40 ft. like horns grow from the sides of its head, Melee* bite +18 (2d6+12) and 2 claws +13 and its nose is a large brown tuberous-like growth. each (1d8+12) They are extremely bulky; a mewling troll will reduce the *Includes adjustment for 2-point Power Attack stress on its body by loping along all fours as comfortably

Monsters of Krynn  103 as it moves on two legs, though it always prefers a bipedal Immune fire, paralysis, sleep position when in combat. Fort +11, Ref +5, Will +6 Unlike common trolls, mewlings possess no Weakness vulnerability to cold regenerative capabilities, although they are just as fearsome Spd 40 ft.; burrow 20 ft. and malicious in combat when pressed. Mewlings also Melee bite +13 (2d8+7) and 2 claws +12 each (2d6+3) and contrast with other trolls as they are far less likely to be tail lash +11 (2d6+10) wholly wicked, a fact that has led to the surprise of a Space 10 ft.; Reach 5 ft. (10 ft. with bite) community upon seeing a child delivered from harm’s Base Atk +7; Grp +11 way by a mewling troll. Because mewling trolls lack the Sorcerer Spells Known (CL 5th, +13 melee touch, +6 regenerative abilities of a true troll, scholars often debate ranged touch) the origins of the mewlings, and a few even doubt that they 2nd (4/day)—bull’s strength, cat’s grace are related to trolls (and by proxy ogres) at all. 1st (7/day)—burning hands (DC 12), magic missile, ray Mewling trolls are 15 feet tall and weigh about 1,500 of enfeeblement, shocking grasp pounds. 0 (6/day)—detect magic, flare (DC 11), light, mage hand, Mewling trolls speak no languages. The only read magic, resistance vocalizations they make are wild gibbering akin to a Spell-Like Abilities (CL 5th) madman speaking to himself. When in combat, they are At will—pass without trace able to fly into a flurry of incomprehensibility that affects 3/day—blur, invisibility the minds of their foes. 1/day—longstrider Abilities Str 25, Dex 10, Con 23, Int 12, Wis 13, Cha 12 Strategies and Tactics Feats Alertness, Multiattack, Weapon Focus (claw) A mewling troll prefers to wait in hiding, passing itself off Skills Concentration +16, Intimidate +11, Knowledge as part of the scenery until its prey moves in close. It will (nature) +11, Listen +13, Spellcraft +11, Spot +13, then pounce from hiding and physically engage its enemies Survival +11 while babbling. Environment Warm mountains Tylor Organization This creature looks Solitary, pair, like a cross between a gathering (3-12), wingless dragon and a or great moot (13- monstrous crocodile. 30) Its head and neck are Treasure Double those of a red dragon, standard while its body is low Advancement and flat to the ground 8-14 HD (Huge), with a lumpy ridge 15-21 HD along its spine that (Gargantuan); extends out to its Level Adjustment bladelike tail. +2 (cohort)

Red Tylor Tylors are CR 6 the result of interbreeding Usually CE Large between true dragon (fire) dragons and Init +0; Senses hatori. They are darkvision 60 ft., social creatures keen senses; Listen with voracious +13, Spot +13 appetites and Aura frightful an innate presence (60 ft., understanding of Will DC 14) magic. Languages Common, Tylors are Draconic prized by many AC 19, touch 8, flat- as mounts, and footed 18 (+10 organizations such natural, –1 size) as the Knights hp 93 (7 HD); DR of Neraka have 5/magic been known to

104  Chapter One seek them out as alternatives to true dragons in certain do not always possess the same alignment as their parent, situations. They learn quickly, like to participate in teams but most do. These are listed below and include both and groups, and are much smarter than wyverns. However, chromatic and metallic true dragons, as well as more rare they are flightless and have been known to abandon or kill dragon types. their rider if he is incapacitated in battle, at which point Spell-Like Abilities (CL 5th) At will—pass without the tylor flees to preserve its own life. trace; 3/day—blur, invisibility; 1/day—longstrider. Tylors breed true, but only with other tylors of the Spells: A tylor casts spells as a 5th-level same dragon type. This has resulted in bloodlines of sorcerer. Advanced tylors gain an additional tylors from single dragon ancestors, and large groups of spellcaster level (and CL for their spell-like abilities) for tylors gather every few decades to find suitable mates and every 2 HD they gain beyond 7. A tylor prefers offensive preserve their common knowledge. It also makes it difficult spells which deal direct damage at range or which enhance to find mates and has given rise to the mistaken belief that its own abilities in combat. tylors are sterile. Tylors speak Common and Draconic. Undead Beast The sample tylor has a red dragon parent. Other Undead beasts are the result of wanton destruction varieties and their specific benefits are described below visited upon forest animals by priests of Chemosh. Many under Draconic Heritage. believe that after the slaughter of countless animals, the priests conduct a foul rite that twists the remains of the Strategies and Tactics animals into the unnatural shape of a stahnk or gholor. Tylors usually appear either alone or as mounts. Tylors The resulting creature is then utilized for various acts such work very well with each other, sharing information even as guarding a sacred location of Chemosh or bestowed in the middle of a fight. Tylors with riders are faithful and to allies. Naturally, this foul treatment of the wildlife has obey the direction of their masters. Those without riders not gone unnoticed by Chislev and Habakkuk, who are favor beginning combat with a barrage of spells, closing infuriated by Chemosh’s perversion of innocent animals. in when they feel they can take advantage. A tylor is not Like all matters supernatural, rumors abound that a subtle fighter and prefers to be as direct and efficient as sometimes the intervention of a cleric of Chemosh is not possible, unless otherwise ordered. needed to bring forth an undead beast. Legends tell of a game-hunting Ergothian whose kills melted together and Draconic Heritage took the form of a stahnk to avenge their senseless deaths. Tylors take on the qualities of both their dragon and hatori If this tale is indeed true, then it deserves close scrutiny to ancestors. Each tylor has a specific dragon type from determine how anyone managed to survive to relate the which it inherits its traits and physical appearance, usually events. a chromatic dragon such as a blue or green. Even more rare than chromatic tylors are those who descend from Stahnk metallic, shadow, or sea dragon parents. Regardless of its This undead creature resembles a wingless dragon in heritage, a tylor has the head of a dragon and the body of a shape and size, covered in loose flesh. A massive barbed rib hatori, with the dragon parent’s coloring blending in with cage protrudes through its chest. the dull scales of the hatori parent. A tylor inherits the subtype, environment, and Stahnk CR 8 immunities (and vulnerabilities) of its dragon parent. They Always NE Huge undead Init +6; Senses darkvision 60 ft.; Listen +9, Tylor Draconic Heritage Spot +9 Dragon Subtype Immunity Environment Alignment AC 20, touch 10, flat-footed 18 (+2 Dex, +10 White Cold Cold Cold mountains CE natural, –2 size) Black Water Acid Warm marshes CE hp 91 (14 HD); fast healing 3; DR 10/ Green Air Acid Temperate forests LE bludgeoning Blue Earth Electricity Temperate deserts LE Immune fire; undead traits Red Fire Fire Warm mountains CE SR 17 Brass Fire Fire Warm deserts CG Fort +6, Ref +6, Will +11 Copper Earth Acid Warm hills CG Spd 50 ft. Bronze Water Electricity Temperate hills LG Melee bite +13 (2d6+9) and 2 claws +11 Silver Cold Cold Temperate mountains LG each (1d8+4) Gold Fire Fire Temperate plains LG Space 15 ft.;Reach 10 ft. Shadow Shadow Energy Drain Underground CE Base Atk +7; Grp +24 Sea* Aquatic, Water Fire Temperate aquatic NE Atk Options improved grab (trample) Amphi Aquatic Acid Any aquatic NE Special Actions trample 1d8+13 *Tylors with a sea dragon or amphi dragon parent have a speed of 20 feet on land Abilities Str 28, Dex 15, Con —, Int 2, Wis and swim 60 feet. They do not have a burrow speed and have all the qualities of the 15, Cha 10 aquatic subtype, including being able to function underwater as well as on land. SQ rib spurs

Monsters of Krynn  105 Create Undead Beast

Create Undead Beast Dice of these animals must be equal to those of the [Evil] undead beast you wish to create. Creatures created Level: Clr 8 (Chemosh) by this spell are automatically under your control, Components: V, S, M, DF and you can bestow control of the creature to any Casting Time: 2 hours other individual of your choice. If the controller of an Range: Close (25 ft. +5 ft./2 levels) undead beast dies, the creature is free to act of its own Target: See text accord. Duration: Instantaneous Material Component: A small clay statue of the Saving Throw: None creature to be created. This spell must be cast upon the Spell Resistance: No remains of many animals. You must place a black onyx gem worth at least 50 stl per HD of the undead to be This evil spell is one granted only by Chemosh to created into the mouth of the statue. The magic of this his worshippers. With it, you can create an undead spell melts both the statue and the gem, using them beast of your choosing. This spell requires you to cast as the basic foul viscous fluids that merge and breathe it upon the corpses of any number of animals. The Hit tainted life into the animal corpses.

Feats Alertness, Great Fortitude, Improved Initiative, rib spurs until it has regained 15 hit points through its Multiattack, Track fast healing (5 rounds). A stahnk’s rib cage can hold 2 Skills Listen +9, Spot +9, Survival +9 Medium or 4 Small creatures. Creatures any smaller are Environment Any too small to be held and automatically fall out of the Organization Solitary or pair creature’s rib cage on the following round. Treasure Double coins; 50% goods; standard items Trample (Ex) 1d8+13, Reflex DC 26 half. The save DC is Advancement 15-30 HD (Huge), 31-45 HD (Gargantuan); Strength-based. Level Adjustment — Improved Grab (Ex) To use this ability, a stahnk must hit A stahnk exists only to kill the living. It is a highly territorial with its trample attack. It may then attempt to start a creature, often adopting a few acres of land as its home territory grapple as a free action without provoking an attack of and killing any and all faunae that come its way. Because of this, opportunity. If it wins the grapple check, it establishes the area that a stahnk makes its lair is often covered with the a hold and can try to trap a creature in its rib spurs on treasure of former adventurers. Although some of it is crushed the following round. as a result of any rampage the stahnk may have visited upon Rib Spurs (Ex) A stahnk can try to trap a grabbed others, the creature generally leaves such items alone. opponent by making a successful grapple check. Once The stahnk is 20 feet long and weighs 1,500 pounds. Its inside, the opponent takes 1d8+4 points of crushing shape is vaguely dragon-like in nature, and its skeleton is damage plus 1d8+6 points of slashing damage per covered in sharp barbs, particularly focused on the ribs. Its head round from the constricting rib cage. A trapped is long and horned. Splotchy gray flesh covers it, often hanging creature may free itself by succeeding at a DC 30 off bony areas. Escape Artist check or break its way out by dealing 15 points of damage to Strategies and Tactics the stahnk’s rib cage A stahnk is an undead engine of destruction. It typically (AC 15); damage tramples the first creature it sees; it exercises precise reduction applies control over its rib cage to draw the opponent in over its as usual. Once sternum and keep it trapped against its barbed ribs. It will a creature has continue to trample other creatures and intermittently freed itself fight with tooth and claw until the in such a opponent inside is dead, at manner, which point it relaxes the stahnk its rib cage, allowing cannot the battered creature trap a to drop out. It will creature then repeat the in its process.

106  Chapter One Gholor Advancement 21-30 HD (Large), 31-45 HD (Huge), 46-60 This creature stares out of a funnel in the ground. Its head is HD (Gargantuan); Level Adjustment — dragon-like, and the flesh hangs off of its bones. Its arms are Constrict (Ex) A gholor deals 2d6+10 points of damage twenty-foot-long mantis-like hooks. with a successful grapple check. Funnel (Ex) A gholor uses its burrowing ability to create Gholor CR 13 a funnel-like pit. The funnel is 20 feet wide and 15 feet Always NE Large undead deep with a 10-foot base that the gholor is partially Init +9; Senses darkvision 60 ft., tremorsense 60 ft.; Listen buried in. Because the gholor reduces the surrounding +3, Spot +11 earth to a soft silt, creatures within 5 feet of the edge Aura lure (1 mile radius, Will DC 26) of the funnel or in the funnel itself must succeed at a AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 DC 20 Balance check for each square of movement size); Dodge in the funnel. Failure indicates the creature slides one hp 130 (20 HD); fast healing 5; DR 15/bludgeoning square closer to the gholor. Failing the check by 5 or Immune undead traits more causes the creature to slide all the way to the SR 26 bottom. A creature at the bottom of a gholor’s funnel Fort +8, Ref +11, Will +9 occupies the same space as the gholor and is treated Spd 10 ft.; burrow 40 ft. as if squeezing through a space regardless of size (see Melee* 2 claws +15 each (2d6+9) and bite +9 (1d8+5 plus squeezing in the Player’s Handbook). As a free action, 1d6 acid) the gholor can attempt a grapple check to constrict any *Includes adjustment for 2-point Power Attack character in its space, pressing it against the wall of the Space 10 ft.; Reach 10 ft. (20 ft. with claws) funnel. Escaping the gholor’s space requires a DC 20 Base Atk +10; Grp +21 Escape Artist check or a DC 20 Climb check, unless the Atk Options Combat Reflexes, improved grab (claw), gholor is grappling with the creature, in which case the Power Attack character must first escape the grapple. Special Actions constrict 2d6+10 Improved Grab (Ex) To use this ability, a gholor must hit a Abilities Str 25, Dex 20, Con —, Int 2, Wis 17, Cha 18 Medium or smaller creature with its claw attack. It may SQ funnel then attempt to start a grapple as a free action without Feats Ability Focus (lure), Combat Reflexes, Dodge, Great provoking an attack of opportunity. If it wins the Fortitude, Improved Initiative, Power Attack, Weapon grapple check, it establishes a hold and can constrict. Focus (claw) Should a gholor succeed at pinning an opponent, it Skills Hide +17, Listen +3, Spot +11 draws it down into the middle of its funnel. Environment Any Lure (Su) This ability works like a sympathy spell designed Organization Solitary to target all intelligent creatures of Medium or smaller Treasure Double standard size. This ability emanates from the gholor itself

Monsters of Krynn  107 (making it the object of desire) and affects all valid hp 84 (8 HD) creatures within 1 mile of the gholor. Creatures must Immune vermin traits make a DC 24 Will save or fall under its effects. Once Fort +12, Ref +1, Will +3 an attack has been made on a creature by the gholor, Spd 30 ft.; burrow 20 ft. the effect is broken. Creatures that succeed at their Will Melee bite +13 (2d6+13) saves are immune to the lure of the same gholor for 24 Space 15 ft.; Reach 10 ft. (15 ft. with bite) hours. Base Atk +6; Grp +23 Special Actions trample 1d8+13 A gholor is a dangerous type of undead beast that typically Abilities Str 28, Dex 8, Con 22, Int —, Wis 12, Cha 8 waits in a tunnel and draws prey to it. The gholor is easily Feats Blind-FightB underestimated in combat, as non-bludgeoning weapons Skills Listen +1, Spot +1 deal little damage to it, and the use of such a weapon Environment Underground typically requires one to move down into the creature’s Organization Solitary, pair, or team (3-5 plus 1-6 juveniles) pit and navigate the hazard of loose silt and an uneven Treasure 50% coins, no items, 50% goods surface. Gholor pits are full of treasure and bones that have Advancement 9-16 HD (Huge); Level Adjustment — settled underneath the beast, though some digging may be Trample (Ex) Reflex DC 23 half. The save DC is Strength- required to retrieve them. based. The gholor’s appearance is vaguely dragon-like with a long gray snout and horns springing from its head; it Urkhan Worm, Juvenile CR 2 completely lacks a lower body, though bits of a spinal cord Always N Large vermin can be seen hanging down. The torso of a gholor is 12 feet Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Listen tall, and it has 20-foot long bony hooks for arms that it +1, Spot +1 uses in combat against its opponents. A gholor weighs 800 AC 17, touch 9, flat-footed 17 (+8 natural, –1 size) pounds. hp 34 (4 HD) Immune vermin traits Strategies and Tactics Fort +8, Ref +1, Will +2 Gholors typically wait at the bottom of funnels that they Spd 20 ft.; burrow 20 ft. have dug and wait for prey, making them something of a Melee bite +7 (1d8+7) giant undead ant lion. Most creatures come willingly as Space 10 ft.; Reach 5 ft. (10 ft. with bite) a result of being ensnared by the gholor and falling in its funnel. Creatures that remain on the edge of the funnel, just within reach of the gholor’s long claws, are typically attacked and drawn into its pit. Urkhan Worm This creature looks like a huge earthworm fitted with a riding harness, bearing a dwarf in leather mining gear. A lamp hangs from the saddle, and its light is clearly the only source of illumination. The worm’s body is brownish-white with pink lines defining the gaps between segments. It has no visible eyes or mouth. Urkhan Worm, Adult CR 6 Always N Huge vermin Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +1, Spot +1 AC 18, touch 7, flat-footed 18 (–1 Dex, +11 natural, –2 size)

108  Chapter One Base Atk +3; Grp +12 a leather harness and climbing gear. Its eyes demonstrate Special Actions trample 1d6+7 intelligence, and it moves and acts with a calm sense of Abilities Str 20, Dex 10, Con 18, Int —, Wis 12, Cha 8 purpose. Feats Blind-FightB Skills Listen +1, Spot +1 Ursoi CR 4 Environment Underground Usually LN Large monstrous humanoid Organization Solitary, pair or team (3-8) Init +1; Senses darkvision 60 ft., scent; Listen +4, Spot +4 Treasure None Languages Ursoi Advancement 5-7 HD (Large); Level Adjustment — AC 19, touch 10, flat-footed 18 (+3 armor, +1 Dex, +4 Trample (Ex) Reflex DC 17 half. The save DC is Strength- natural, +2 shield) based. hp 37 (5 HD) Resist cold 10 Urkhan worms, or tractor worms, are enormous annelids Fort +4, Ref +5, Will +5 bred in the dwarven kingdom of Thorbardin for pulling Spd 30 ft. wagons, digging tunnels, and tilling earth. Ordinarily Melee 2 claws +9 each (1d6+5) and bite +4 (1d8+2) or placid, a worm is capable of dealing a terrible wound from Melee Large heavy pick +9 (1d8+5/x4) and claw +4 its bite if threatened. (1d6+5) and bite +4 (1d8+2) The Urkhan worm looks like a massive earthworm, Space 5 ft.;Reach 5 ft. varying in color from dirty white to a dark pinkish-brown. Base Atk +5; Grp +14 Although it has no visible eyes, it is capable of sensing both Atk Options improved grab (claw) seismic movement and making out objects in the dark Abilities Str 21, Dex 12, Con 16, Int 9, Wis 13, Cha 7 with extraordinary senses. The Urkhan worm also has a Feats Alertness, Endurance sphincter-like mouth, which is usually hidden from view Skills Climb +7, Listen +4, Spot +4, Survival +7, Swim +11 but can expand outwards when the creature is devouring Possessions Large studded leather, Large rock and earth or lunging at an opponent. heavy wooden shield, Urkhan worms grow to over 30 feet in length Large heavy pick and are 5 feet wide. Juvenile worms average 9 Environment Cold to 10 feet and are used to turn earth in dwarven forests farm chambers. An adult worm can weigh Organization several tons, while juveniles are only several Solitary, patrol hundred pounds. (3-5), hunting party (6-10 plus Strategies and Tactics one 3rd-level An Urkhan worm will lash out at any sub-chieftain), or clan creature that inflicts harm upon it or (15-50 plus 100% continues to get in the way of its noncombatants, three tunneling or eating. As 3rd-level sub-chieftains, one it is a practically 5th-level tribal shaman, and one mindless 6th-level chieftain) creature Treasure Standard (including driven only possessions) by instinct Advancement by character and by the class; Favored Class ranger; goading of Level Adjustment +2 its dwarven Improved Grab (Ex) To handlers, use this ability, an ursoi it is not must hit with a claw attack. predisposed It can then attempt to start towards a grapple as a free action combat. without provoking an attack of opportunity.

The ursoi are a race of Ursoi bearfolk who live in extremely This is a powerfully built, cold and arctic climates. bipedal white bear with They may either be bears hands instead of paws. Its granted intelligence head is striped somewhat by the passage of the like a badger’s, and it wears Graygem or perhaps

Monsters of Krynn  109 one of the chosen races of Chislev created in the Age of on the other hand, consider it the highest sign of respect Dreams. for one’s kin and one’s foe to leave their body behind as a Ursoi look like intelligent, bipedal polar bears. resource. They wear some clothing and use tools, and they have Ursoi revere Chislev, whom they call the Great White thick fingers instead of paws. Ursoi fur is striped in Mother, and, to a lesser extent, Kiri-Jolith and Sargonnas, places, usually in patterns along the sides of the head, who are known as the Brothers of the Hunt. During the distinguishing them from one another. early Age of Mortals, some tribal shamans developed Ursoi speak Ursoi, which is a very difficult language mysticism, but almost all of them have turned back to of growls and humming sounds. They are unable to speak Chislev in the wake of the War of Souls and the return of other languages but can understand them. Many ursoi the gods. understand Common or Thanoi. Ursoi as Characters Strategies and Tactics Ursoi characters possess the following racial traits. Ursoi are ferocious in battle but do not enter into it lightly. —Strength +10, Dexterity +2, Constitution +6, They are not berserkers and know when and where to Intelligence –2, Wisdom +2, Charisma –4. choose their fights. Because they are equally dangerous —Large size. –1 penalty to Armor Class, –1 penalty armed or unarmed, an ursoi will not hesitate to use on attack rolls, –4 penalty on Hide checks, +4 bonus to whatever means necessary to engage an enemy, whether grapple checks, lifting and carrying limits double that of that be with a pick or with its claws and bite. Medium characters. —An ursoi’s base land speed is 30 feet. Ursoi Society —Darkvision 60 feet. The ursoi organize themselves into nomadic clans which —Racial Hit Dice: An ursoi begins with 5 levels of follow sources of food throughout the cycle of the year. monstrous humanoid, which provide 5d8 Hit Dice, a base Clans are led by chieftains who are in turn supported by attack bonus of +5, and base saving throw bonuses of Fort sub-chieftains. Ursoi young are raised by the community +1, Ref +4, and Will +4. of clan females, while the males hunt and defend the clan. —Racial Skills: An ursoi’s monstrous humanoid levels Ursoi have strong, unshakeable beliefs in the importance give it skill points equal to 8 x (2 + Int modifier, minimum of nature, clan loyalty, and justice. Individual ursoi place 1). Its class skills are Climb, Listen, Spot, Survival, and a great emphasis on personal honor and repaying debts Swim. Ursoi have a +4 racial bonus on Survival and Swim owed to others, and some ursoi have been known to serve checks. as bodyguards and protectors to non-ursoi to whom they —Racial Feats: An ursoi’s monstrous humanoid levels owe their lives. give it two feats. The ursoi originate far to the south of Icewall in a —+4 natural armor. region known as Chorane that formed out of geothermic —Natural Weapons: 2 claws (1d6), bite (1d8). tunnels below the ice. The majority of ursoi departed the —Special Attacks (see above): Improved grab. area following uprisings and civil wars between the human —Special Qualities (see above): Resistance to cold 10, residents of Chorane soon after the time of the War of the scent. Lance and set forth to find a new homeland. Their legends —Automatic Languages: Ursoi. Bonus Languages: spoke of a place of great hunting and resources to the Common, Icefolk, Thanoi. north; thus, the ursoi spent many years crossing the five —Favored Class: Ranger. hundred miles to the edge of Icereach. —Level adjustment: +2. The ursoi close to Icereach have made contact with the thanoi and with other minions of Ice & Freeze, the twin Whisper Spider white dragonlords who dominate the area. The thanoi This huge spider is covered in fine black hairs. Two gray immediately chose to attack these new invaders, and as stripes run down its abdomen, and eight bright red semi- of the end of the War of Souls, the two races have been intelligent eyes stare out from its head above large mandibles involved in regular, violent exchanges. The ursoi had that drip a foul fluid. already dealt with dragons in Chorane, but none as large and dangerous as the Cold Sisters. Ice & Freeze are not yet Whisper Spider CR 6 ready to decide what to do with the ursoi, but the rumors Always CE Huge magical beast they have heard of Chorane from their servants among the Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Listen thanoi have certainly drawn their interest. +3, Spot +5 Ursoi do not hold the dead sacred. They believe Languages Common (cannot speak) once the soul has departed, the body is no longer the AC 17, touch 12, flat-footed 13 (+4 Dex, +5 natural, –2 person who inhabited it. Therefore, due to the scarcity of size) resources, ursoi do not bury their dead; they eat them. The hp 60 (8 HD) same is true for those the ursoi kill in battle. This has given Fort +8, Ref +10, Will +3 rise to a marked hostility from other races, especially the Spd 30 ft.; climb 20 ft. thanoi, who are furious at the ursoi’s practices. The ursoi, Melee bite +12 (2d6+7 plus poison)

110  Chapter One Space 15 ft.; Reach 10 ft. it with a DC 20 Strength check. The check DCs are Base Atk +8; Grp +19 Constitution-based, and the Strength check includes a Atk Options Combat Reflexes, Improved Feint, sneak +4 racial bonus. Whisper spiders can also create sheets attack +1d6 of sticky webbing from 5 to 60 feet square. They can Special Actions web position these sheets to snare flying creatures or to Abilities Str 21, Dex 19, Con 14, Int 7, Wis 12, Cha 7 trap prey on the ground. Approaching creatures must Feats Alertness, Combat Reflexes, Improved FeintB, succeed on a DC 20 Spot check or become trapped as Weapon Focus (bite) though by a successful web attack. Attempts to escape Skills Bluff +1 (+5 feint), Climb +15, Hide +6 (+8 in webs), or bust the webbing gain a +5 bonus if the trapped Jump +13, Listen +3, Move Silently +12 (+14 in webs), creature has something to walk on or grab while Spot +5, Survival +3 pulling free. Each 5-foot section has 14 hit points and Environment Warm or temperate hills and forest damage reduction of 5/–. Whisper spiders are also Organization Solitary or colony (2-5) adept at fashioning their webs into flimsy shapes that Treasure Standard enable them to trick opponents. These shapes include Advancement 9-15 HD (Huge); Level Adjustment — false spiders, banners, twisting loops, and other useful Poison (Ex) Injury; Fort DC 18; 1d6 Wis/2d6 Wis. The distractions. A whisper spider who uses its webbing in save DC is Constitution-based and includes a +2 racial this manner gains a +4 circumstance bonus to Bluff bonus. checks when feinting in combat. A whisper spider Tremorsense (Ex) A whisper spider can detect and can move across its own web at its climb speed and pinpoint any creature or object within 60 feet in contact pinpoint the location of any creature touching its web. with the ground or within any range in contact with its Skills A whisper spider has a +8 racial bonus on Hide and web. Move Silently checks, which increases to +10 when it is Web (Ex) A whisper spider can throw a web eight times in its web. It has a +8 racial bonus on Climb and Jump a day. This is similar to an attack with a net but has a checks and can always choose to take 10 on Climb maximum range of 50 feet, with a range increment of checks, even when rushed or threatened. 10 feet, and is effective against targets of up to Large size. An entangled creature can escape with Whisper spiders are cunning and predatory, and large a DC 16 Escape Artist enough to prey on horses, livestock, and the inhabitants of check or bust villages or farms. A whisper spider resembles any other monstrous spider of its size, apart from its distinctive coloring and intelligent behavior. A fully-grown whisper spider is over 15 feet long and weighs almost 900 pounds, living far longer than most spiders. They make their homes in hillside tunnels, burrows, or in dense forests and vegetation. Most disguise the entrances to their lairs with webbing and foliage, and in fact, a large percentage of whisper spiders emulate trap door spiders in this fashion. As whisper spiders are somewhat intelligent and crafty, they can learn from their experiences. Many whisper spiders change their tactics and even the location of their lairs to adapt to new information. Although they are unable to communicate with living creatures, they can understand Common, and so many adventurers are not prepared for a monstrous spider which

Monsters of Krynn  111 has heard them talk amongst themselves and reacted accordingly. Sample Wichtlin This undead creature resembles a blackened or scorched elf Strategies and Tactics skeleton with still-living eyes. Its skeletal hands are obviously Whisper spiders use traps, snares, webbing constructs, solid and made of bone, though the rest of the skeleton is and misdirection to lure their prey into a position where indistinct, as if not truly there. It rides upon a similarly they can snare them. A whisper spider typically tries blackened elk skeleton, whose eyes and antlers seem to be the to isolate an individual target, almost never facing off only solid parts of it. against multiple opponents unless it has other whisper This example wichtlin uses a 4th-level Kagonesti elf spiders with it. When an opponent is snared, the spider ranger as the base creature. immediately moves in to inject it with poison. Whisper spider poison drops its victims into a senseless stupor, Wichtlin CR 6 unable to tell where they are or remain alert. This gives the Male wichtlin Kagonesti elf ranger 4 whisper spider time to adjust to changes in circumstances Always NE Medium undead (augmented humanoid) or new opponents. Init +3; Senses darkvision 60 ft., low-light vision; Listen If outnumbered, a whisper spider will flee by jumping +4, Spot +19 to a higher elevation or laying down a quick sheet of sticky Languages Elven, Sylvan webbing to hamper pursuers. It then circles around to try AC 20, touch 13, flat-footed 17 (+3 armor, +3 Dex, +4 again, ambushing stragglers or weaker members of the natural) group. hp 26 (4 HD); DR 10/magic and silver Immune undead traits Wichtlin Fort +4, Ref +7, Will +1 (+2 against enchantment) The wichtlin is the scourge of elvenkind, an undead Spd 30 ft. creature that seeks to draw elven souls to Chemosh. Wichtlins appear to be a pair of glowing skeletal hands and a pair of ghastly eyes. Their true form, visible only through magic or when they slay their victims, is that of a grisly blackened skeleton. Wichtlin animal companions are similarly spectral in appearance but retain some of their animal traits, such as antlers, claws, or fangs. All wichtlins glow eerie green, a perversion of their elven life force. Wichtlins were once elves, half- elves, or the animal companions of elven or half-elven druids and rangers, transformed by the power of Chemosh into creatures of hatred. Legends among the elves tell of a Silvanesti queen, Sylvyana, known as the Ghoul Queen for her abhorrent devotion to necromancy. The god of the undead, Chemosh, granted her a timeless existence in return for her services, and it was apparently her dark curse upon those subjects who rose up against her that created the wichtlins. Although the Ghoul Queen vanished into the River of Time after her defeat at the hands of the druid Waylorn Wyvernsbane, her spectral servants continue to plague elvenkind even in the Age of Mortals.

112  Chapter One Melee longsword +3 (1d8+1/19-20) and touch +3 (1d6 deliver both a sword blow and a touch attack each round, negative energy plus elfstroke) but if the battle seems to be going badly, it will forego the Space 5 ft.; Reach 5 ft. sword in favor of a more accurate touch attack. Base Atk +4; Grp +5 Animal Companion (Ex) This wichtlin had a stag Atk Options combat style (Two-Weapon Fighting), as its animal companion. The animal’s abilities and elfstroke, favored enemy elves +2 characteristics are summarized below. Special Actions damaging touch Spell-Like Abilities (CL 4th, +5 melee touch) Wichtlin Elk Animal Companion CR — At will—poison (DC 14, no effect on targets with elf Always NE Large undead (augmented animal) blood), suggestion (DC 13, only on targets affected Init +3; Senses darkvision 60 ft., low-light vision, scent; by elfstroke) Listen +4, Spot +12 Abilities Str 13, Dex 17, Con —, Int 5, Wis 10, Cha 10 AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 SQ animal companion (wichtlin elk), create spawn, partial size) invisibility, +2 turn resistance, wild empathy +4 (+0 hp 22 (3 HD); DR 10/magic and silver magical beasts) Immune undead traits Feats Alertness, EnduranceB, Mounted Combat, TrackB, Fort +4, Ref +4, Will +1 Two-Weapon FightingB Spd 50 ft.; Run Skills Hide +18, Listen +4, Move Silently +18, Ride +10, Melee gore +3 (1d6+2 plus 1d6 negative energy plus Spot +19, Survival +8 elfstroke) or Possessions studded leather armor, longsword Melee hoof +3 (1d4+2 plus 1d6 negative energy plus Environment Temperate forests elfstroke) Organization Solitary Space 10 ft.; Reach 5 ft. Treasure Possessions only Base Atk +2; Grp +8 Advancement by character class; Level Adjustment +4 Atk Options elfstroke Create Spawn (Su) An elf or half-elf slain by this wichtlin Special Actions damaging touch rises in seven days as a wichtlin. Wichtlin created in Spell-Like Abilities (CL 3rd, +3 melee touch) this way are not under the control of the wichtlin who At will—poison (DC 14), suggestion (DC 13) spawned them, but they will usually work with other Abilities Str 14, Dex 16, Con —, Int 2, Wis 11, Cha 10 wichtlins in service to Chemosh. SQ create spawn, partial invisibility, +2 turn resistance, Elfstroke (Su) Elf or half-elf, paralyze 2d4 rounds, Fort DC wild empathy +4 (+0 magical beasts) 12. Feats Alertness, RunB, Toughness Partial Invisibility (Su) This wichtlin has concealment Skills Hide +7, Listen +4, Move Silently +11, Spot +12, (20% miss chance). Opponents who cannot see the Survival +6 wichtlin ignore this effect (although they still suffer the Elfstroke (Su) Elf or half-elf, paralyze 2d4 rounds, Fort DC penalties of fighting an unseen opponent). A wichtlin 11. that kills a victim becomes visible for 1d4 rounds, temporarily negating this ability. True seeing and see Wichtlin Characters invisibility also negate this effect. Wichtlins are always neutral evil, which causes characters of certain alignments to lose some class abilities, as noted This wichtlin was once a Kagonesi hunter in Southern in Chapter 3 of the Player’s Handbook. In addition, certain Ergoth prior to the arrival of the great white dragon, classes are affected in other ways. Gellidus. During the Chaos War, his hunting party ran Clerics: Wichtlin clerics become clerics of Chemosh. afoul of a wichtlin and managed to defeat it, but not before They select two domains from the following to replace he and his stag were slain by the creature. The Kagonesti’s those they had previously: Death, Evil, or Trickery. companions, unable to properly prepare his body for Wichtlin clerics lose their ability to turn undead, instead burial due to the ongoing war, left him and his mount in an gaining the ability to rebuke undead. unmarked cairn deep in the forests near Foghaven Vale. Druids and Rangers: Wichtlin druids and rangers lose The hunter arose one week later, thirsty for vengeance access to spellcasting and supernatural abilities, but retain and heeding the call of Chemosh. The wichtlin has spent their animal companions. These companions also acquire the past forty years terrorizing local elves in Gellidus’ the wichtlin template, their type changing to undead. realm, and now the return of its dread god has re- Wichtlin rangers may change one of their favored enemies energized the creature’s drive to bring other elves into his to humanoid (elf). grim service. Wizards and Sorcerers: Wichtlin wizards and sorcerers retain their class abilities. Wizard and sorcerer familiars do Strategies and Tactics not acquire the wichtlin template, but the special attacks of This wichtlin is mounted and therefore is able to ride in their master may be delivered by the familiar if the master’s to deliver its touch attack from some distance away. Its caster level at least 3rd. Wizards of High Sorcery will suffer primary targets are elves, half-elves, and any who prevent it the consequences of changing alignments as described in from reaching them. As it is armed with a longsword, it can Chapter Two of the DRAGONLANCE Campaign Setting.

Monsters of Krynn  113 Creating a Wichtlin —Damage Reduction (Su) A wichtlin has damage “Wichtlin” is an acquired template that can be added to reduction 10/silver and magic. A wichtlin’s natural any elf, half-elf, or fey (referred to hereafter as the “base weapons are treated as magical weapons for the purposes creature”) or the animal companion of a druid or ranger. of overcoming damage reduction. A wichtlin uses all the base creature’s statistics and —Partial Invisibility (Su) A wichtlin’s body is mostly special abilities except as noted here. transparent apart from its skeletal hands and its eyes. Size and Type: The creature’s type changes to undead This grants the wichtlin concealment (20% miss chance). (augmented humanoid or animal). Do not recalculate base Opponents who cannot see the wichtlin ignore this effect attack bonus, saves, or skill points. Size remains unchanged. (although they still suffer the penalties of fighting an Hit Dice: Increase all current and future Hit Dice to d12s. unseen opponent). A wichtlin that kills a victim becomes Speed: Same as the base creature. visible for 1d4 rounds, temporarily negating this effect. Armor Class: The base creature’s natural armor bonus True seeing and see invisibility also negate this effect. increases by +4. —Turn Resistance (Su) A wichtlin has turn resistance Attack: A wichtlin has a touch attack which it can use +2. once per round. If the base creature can use weapons, the Abilities: Dexterity +4, Charisma +4, Intelligence –4 wichtlin retains this ability but may only use one-handed (minimum 3, or 2 for animal companion). As an undead weapons. A creature with natural weapons retains those creature, a wichtlin has no Constitution score. natural weapons. A wichtlin fighting without weapons uses Skills: Wichtlins have a +8 bonus to Hide, Move either its touch attack or its primary natural weapon (if it Silently, and Spot checks. Otherwise same as the base has any). A wichtlin armed with a weapon uses its touch or creature. a weapon, as it desires. Environment: Any, usually same as base creature. Full Attack: A wichtlin fighting without weapons uses Challenge Rating: Same as the base creature +2. either its touch attack (see above) or its primary natural Alignment: Always neutral evil. weapon (if it has any). If armed with a weapon, it usually Level Adjustment: Same as the base creature +4. uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make Wyndlass that attack (either a free hand or a natural weapon that it This creature looks like a foul, brown-black octopus with can use as a secondary attack). ten barbed tentacles. Above its tentacles are three eyes that Damage: A wichtlin without natural weapons has a glow dim blue. It surges up from a pit of quicksand, tentacles touch attack that uses negative energy to deal 1d6 points flailing. of damage to living creatures. A wichtlin with natural weapons can use its touch attack or its natural weaponry, Wyndlass CR 10 as it prefers. If it chooses the latter, it deals 1d6 points of Always N Huge aberration extra damage on one natural weapon attack. Init +3; Senses darkvision 60 ft., tremorsense 90 ft.; Listen Special Attacks: A wichtlin retains all the base +7, Spot +7 creature’s special attacks and gains those described below. Languages Common (cannot speak) Save DCs are equal to 10 + ½ wichtlin’s HD + wichtlin’s AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 Cha modifier unless otherwise noted. size) —Elfstroke (Su) Any elf or half-elf a wichtlin hits with hp 66 (12 HD); Diehard its touch attack must succeed on a Fortitude save or be Fort +5, Ref +9, Will +10 paralyzed for 2d4 rounds. Remove paralysis or any spell Spd 30 ft.; burrow 20 ft. that can remove a curse can free the victim (see the bestow Melee 10 tentacles +15 each (1d10+8) and bite +13 curse spell description, page 203 of the Player’s Handbook). (1d6+4) The effect cannot be dispelled. Anyone paralyzed by a Space 15 ft.; Reach 15 ft. (30 ft. with tentacles) wichtlin seems dead, though a DC 20 Spot check or a DC Base Atk +9; Grp +29 15 Heal check reveals that the victim is still alive. Atk Options improved grab (tentacle) —Spell-Like Abilities: At will—poison (may only be used Special Actions constrict 1d10+8 on a living creature without elven blood that is hit by the Abilities Str 26, Dex 17, Con 13, Int 7, Wis 15, Cha 12 wichtlin’s touch attack), suggestion (may only be used on SQ slicken earth an elf or half-elf paralyzed by the wichtlin). Caster level is Feats Alertness, Diehard, Endurance, Lightning Reflexes, equal to the wichtlin’s Hit Dice. Multiattack —Create Spawn (Su) An elf or half-elf slain by a Skills Climb +11, Hide –2*, Listen +7, Spot +7, Swim +11 wichtlin rises in seven days as a wichtlin. Wichtlin created Environment Temperate swamps in this way are not under the control of the wichtlin who Organization Solitary spawned them, but they will usually work with other Treasure Standard wichtlins in service to Chemosh. Advancement 13-18 HD (Huge), 19-36 HD (Gargantuan); Special Qualities: A wichtlin retains all the special Level Adjustment — qualities of the base creature and gains those described Constrict (Ex) A wyndlass deals 1d10+8 points of damage below. with a successful grapple check.

114  Chapter One Improved Grab (Ex) area’s game has been To use this ability, reduced sufficiently a wyndlass must by the wyndlass hit an opponent that it can no longer of any size with a satisfy its hunger, it tentacle attack. It hauls itself out of can then attempt the pit and travels to start a grapple several miles to a new as a free action location. without provoking Wyndlasses grow an attack of as long as 20 to 30 opportunity. If it feet in length and wins the grapple weigh over a ton. check, it establishes They are thought to a hold and can be mutated relatives constrict. Because of the giant squid that of the barbs on have adapted to life its tentacles, on land, very possibly a wyndlass by some wizard’s automatically deals bold experiments tentacle damage to or the passage any grappled foe of the Graygem. that breaks free as Their origin may the barbs rip and also have common pull at the victim. elements to that of A wyndlass gains a the yaggol, who still +4 racial bonus on use the wyndlasses as grapple checks. guardians near their Slicken Earth (Ex) At shrines and temples. will, a wyndlass Wyndlass oil is can exude an a much sought-after extremely solvent lubricating oil in all adjacent squares. component in crafting such woundrous items as salves of On the first round, the oil produces the effects of a slipperiness or slick armor. grease spell in the area slickened (Reflex DC 17 to avoid Wyndlasses do not speak but are intelligent enough to falling). The save DC is Constitution-based. After one understand Common. minute, the area takes on the properties of quicksand (see the Player’s Handbook) and is 5 feet deep. A pit of Strategies and Tactics quicksand large enough to serve as the wyndlass’s lair A wyndlass lies in wait within its quicksand pit, only its can be created in 3 minutes and is 30 feet in diameter eyes above the surface. It surges out to strike, sending its and 15 feet deep. tentacles to grapple and pull opponents into the pit with Skills: *A wyndlass has a +12 racial bonus on Hide checks it. Wyndlasses never attack more than two opponents at a in swampy or forested terrain. It gains an additional +4 time, devoting up to 5 tentacles to each foe. When facing bonus when it is submerged in its quicksand pit. difficult odds, a wyndlass either retreats into its pit or slickens the earth around its foes and flees. The wyndlass, or vaka-te-nok (“Mouth beneath the Earth” An opponent can attack a wyndlasses’ tentacles with in the Merkista culture of Taladas), is a tentacled horror a sunder attempt as if they were weapons. A wyndlasses’ that makes its home in dismal swamps and forested tentacles have 10 hit points each. If a wyndlass is currently wetlands. Its voracious appetite drives it to consume other grappling a target with the tentacle that is being attacked, it animals in large quantities, and it has been known to strike usually uses another limb to make an attack of opportunity at unwary travellers and adventurers who do not see it against the opponent making the sunder attempt. Severing until it is too late. one of a wyndlasses’ tentacles deals 5 points of damage to The wyndlass resembles nothing less than a giant spiky the creature. A wyndlass usually withdraws from combat if octopus or squid with three glowing blue eyes. Its natural it loses five tentacles. The creature regrows severed limbs in color is a muddy brown, but it can camouflage itself to 1d10+10 days. some degree to match its environment. A wyndlass forms a pit by softening the earth around it and lurks within, waiting for its prey to wander by. Carcasses and remains are kept at the bottom of this quicksand, so as not to alert other animals of the immediate danger. Once the local

Monsters of Krynn  115 Yaggol Yaggol, Savage This creature is a very tall, emaciated humanoid with a Monstrous squid-headed aberrations that hide in dense head that looks like an octopus or squid. Four tentacles jungle and prey upon the unwary, the savage yaggol are the sprout from below two jet-black eyes. The creature’s fingers bane of the cha’asii elves in Taladas. are long and thin. Its skin fades from a deep purple near the back of its head into mottled mauve and pink near the eyes, Savage Yaggol CR 6 becoming a sickening crimson at the tips of its tentacles. Its Usually LE Large aberration feet are flipper-like and reddish-purple. It has no weapons Init +5; Senses darkvision 60 ft.; Listen +2, Spot +2 but merely stands somewhat stooped, as if crazed or lost. Languages Yaggol; telepathy 100 ft. AC 16, touch 10, flat-footed 15 (–1 size, +1 Dex, +6 The yaggol, also known as akitu-shai or crawling maws, natural) are an ancient race of wicked squid-like humanoids. hp 44 (8 HD) Once gifted with remarkable innate powers of mysticism, SR 15 their connection to the ambient magic of the world has Fort +5, Ref +3, Will +8 faded, and their culture degenerated into barbarism and Spd 30 ft. depravity. Two distinct castes have formed: the savage Melee* 4 tentacles +8 each (1d4+8) or yaggol and the rare elite yaggol. Melee* 2 slams +8 each (1d6+8) * includes adjustments for a 3-point Power Attack Yaggol Traits Space 10 ft.; Reach 10 ft. Members of both yaggol castes have bulbous, tentacled Base Atk +6; Grp +15 heads and lean, emaciated bodies, although the savage Atk Options Improved Bull Rush, Power Attack yaggol possess a wiry strength that the elite yaggol have Special Actions extract, improved grab (tentacles), mind lost. Elite yaggol are dressed in tattered robes, tunics, torn blast cloaks, or other clothing that give every impression of Spell-Like Abilities (CL 10th) decrepitude. Savage yaggol wear less clothing or eschew At will—suggestion (DC 13) clothing altogether. All yaggol are violent and fierce, Abilities Str 20, Dex 12, Con 16, Int 7, Wis 15, Cha 8 perhaps because they know how far their kind has fallen. Feats Improved Bull Rush, Improved Initiative, Power Yaggol are somewhat short-lived, having a life- Attack expectancy of only 50 to 60 years. They are well over 7 feet Skills Climb +7, Hide +13, Move Silently +4 tall and weigh between 200 and 240 pounds. Environment warm forests Yaggol speak a language of their own known as Yaggol. Organization Solitary, pair, gang (3-6), or mob (10-15) Many also pick up the language of the cha’asii elves or that Treasure 50% coins, no goods, standard items of local human tribes. Advancement by character class; Favored Class barbarian; Yaggol of both castes share the following abilities. Level Adjustment +5 Improved Grab (Ex) To use this ability, a yaggol must Mind Blast (Sp) Once an hour, a savage yaggol can make a hit a Small, Medium, Large, or Huge creature with its psionic attack that targets all creatures within a 10 foot tentacle attack. It can then attempt to start a grapple as a radius. Anyone caught in the area takes 3d6 points of free action without provoking an attack of opportunity. If damage (DC 13 Will save half). The save is Charisma- it wins the grapple check, it establishes a hold and attaches based. This ability is the equivalent of a 3rd-level spell. the tentacle to the opponent’s head. A yaggol can grab a A yaggol that uses its mind blast is dazed until the end Gargantuan or larger creature, but only if it can somehow of its next turn. It can take no actions but suffers no reach the foe’s head. If a yaggol begins its turn with at least Dexterity penalty. one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can Strategies and Tactics escape with a single successful grapple check or an Escape A savage yaggol will lie in wait for an enemy, using its Artist check, but the yaggol gets a +2 circumstance bonus natural camouflaging skills to best effect. Then, when its for every tentacle that was attached at the beginning of the opponent is in range, it will charge in and use its slam opponent’s turn. attack. Savage yaggol usually do not resort to their mind Extract (Ex) A yaggol that begins its turn with all blast attack, as it drains their resources. They prefer to beat four tentacles attached and makes a successful grapple their opponents into submission and remove their brains. check automatically extracts the opponent’s brain, They almost never make use of weapons. instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not Yaggol, Elite instantly fatal to foes with multiple heads, such as ettins While not as strong as the lesser caste of yaggol, the and hydras. elite yaggol form cabals of deranged mystics in service Skills A yaggol has a +10 racial bonus on Hide checks to forgotten masters. Some have gathered around such because of its variegated skin color, which affords it the monstrous creatures as aboleths or demons, while others ability to blend in somewhat with its surroundings. (such as the cabal in service to the Faceless) have kept alive

116  Chapter One dark and eldritch secrets, waiting for the time to reveal be known, but they continue to be a deadly, if remote, them. presence in the world. Elite Yaggol CR 7 Usually LE Medium aberration Init +6; Senses darkvision 60 ft.; Listen +2, Spot +2 Languages Yaggol; telepathy 100 ft. AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) hp 36 (8 HD) SR 15 Fort +4, Ref +4, Will +10 Spd 30 ft. Melee 4 tentacles +5 each (1d4–1) Space 5 ft.;Reach 5 ft. Base Atk +6; Grp +5 Special Actions extract, improved grab (tentacles), mind blast Spell-Like Abilities (CL 10th) At will—charm monster (DC 14), detect thoughts (DC 12), suggestion (DC 13) Abilities Str 8, Dex 14, Con 14, Int 11, Wis 15, Cha 11 Feats Combat Casting, Improved Initiative, Iron Will Skills Concentration +12, Hide +14, Knowledge (arcana) +5, Spellcraft +5 Environment warm forests Organization Solitary or cabal (3-8 yaggol) Treasure standard Advancement by character class; Favored Class mystic; Level Adjustment +5 Mind Blast (Sp) This attack is a cone 60 feet long. Anyone caught in this cone is stunned for 3d4 rounds (Will save DC 14 negates). Elite yaggol often hunt using this power and then drag off one or two of their stunned victims to feed upon. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell. Yaggol Society Most yaggol live a savage existence in small enclaves deep in the jungles of Taladas. A very small number of yaggol also live in the humid jungles of Nordmaar, having found their way to Ansalon, but they have few established settlements. As a rule, the yaggol lack the intelligence to maintain anything but the most basic social structure and default to a clan system where the eldest yaggol govern the youngest. The elite yaggol possess greater intelligence and cunning, and their mystic cabals are more advanced socially. Yaggol legends tell that their kind came from Beyond, destined to dominate the other races. Their once great civilization on Taladas, characterized by impressive stone edifices and underground tunnels, is now almost completely gone. Years of war in the pre-Cataclysmic jungles of Taladas with the cha’asii elves left them degenerate and smaller in number. The yaggol blame the gods of Krynn in large part for their fate; Majere, especially, is reviled. The yaggol’s true origin will perhaps never

Monsters of Krynn  117 Chapter 2: Monstrous Prestige Classes In this chapter is a small sampling of monster-oriented prestige classes for use in your DRAGONLANCE Campaign. Entry Requirements Some (such as the dragon ravager and Child of Chemosh) Skills: Knowledge (arcana) 9 ranks, Spellcraft 9 ranks. will primarily be used for enemies of the PCs, meant to Feats: Any two of Enlarge Spell, Extend Spell, Magical give them a new twist, and will alter their role enough Affinity, Spell Focus, or Widen Spell. to shake up the PCs with unexpected threats and Spells: Able to cast 3rd-level spells without preparation. powers. Others might even see use as classes acquired by Special: Any one supernatural or spell-like ability or monstrous PCs. In the end, it’s entirely up to you what you alternately two additional feats from the list above. allow in your campaign! Class Features Ambient Tempest Ambient tempests begin learning how to apply new The ambient tempest is a practitioner of sorcery or techniques to their spellcasting at the cost of spellcasting mysticism who has been able to master the complexities advancement. Over time, however, they make up for this of ambient magic and shape it the way a sculptor is able initial setback by acquiring flexibility, speed, and power. to manipulate clay. Ambient tempests have a heightened Spells per Day/Spells Known From 2nd level on, sense of freedom over the control of their magic that few when a new ambient tempest level is gained, the character others can match. gains new spells per day as if he had also gained a level in Most ambient tempests are monsters that are able to whatever spontaneous casting class he belonged to before more naturally draw upon the primal ambient energies he added the prestige class. He does not, however, gain any that permeate the world around them; often they are other benefit a character of that class would have gained dragons or other creatures that are similarly able to (turning or rebuking level for mystics with the Sun or naturally use sorcerous abilities. Necromancy domains, bard or assassin abilities, etc). This A small number of non-monstrous spellcasters are essentially means that he adds the level of ambient tempest able to delve into the deeper nature of the world’s ambient to the level of whatever other spontaneous spellcasting magic and properly coax and control it. Such individuals class the character has; then he determines spells per day are normally mystics or sorcerers. Occasionally bards, and caster level accordingly. assassins, or other dabblers in ambient magic will follow If a character had more than one spontaneous the path of the ambient tempest, though doing so usually spellcasting class before he became an ambient tempest, he comes late in their careers. Innately magical monsters also must decide to which class he adds each level of ambient find the path of the ambient tempest easier to embrace tempest for the purpose of determining spells per day. than most other creatures. Shifting Knowledge (Ex) Once per week, the ambient NPC ambient tempests often hire out their services to tempest can meditate for an hour and learn a single new a person or creature of great prestige and power, finding spell in place of one he already knows. This ability works their versatile magical abilities in high demand. Most other just like the standard sorcerer and mystic ability to swap ambient tempests often seek to explore their full potential a spell, save for the frequency with which it can be used. in solitude, although they occasionally seek out others Thus, the spell to be swapped must be at least two levels in order to learn from one another. Many of the scions, lower than the highest-level spell he can cast. legendary gold-skinned dwarves created by the Graygem Ambient Secret The ambient tempest begins to better and wielders of primal magic, are ambient tempests. understand the natural ebb and flow of the so-called “wild” magic, and he is able to fine-tune his use of ambient magic in a manner that gives him greater control over the effects Ambient Tempest Hit Die: d4 Class Base Fort Ref Will Special Spells per Day/Spells Known Level Attack Save Save Save Bonus 1st +0 +0 +0 +2 Shifting knowledge —

2nd +1 +0 +0 +3 Ambient secret +1 level of existing spellcasting class

3rd +1 +1 +1 +3 Spell shaping +1 level of existing spellcasting class

4th +2 +1 +1 +4 Ambient secret +1 level of existing spellcasting class

5th +2 +1 +1 +4 Ambient secret +1 level of existing spellcasting class

Class Skills (2 + Int modifier per level): Bluff, Concentration, Knowledge (arcana), Sense Motive, Spellcraft, Use Magic Device

118  Chapter Two of his spells. An ambient tempest is able to choose from they normally affect instead of doubling it. Regardless a variety of ambient secrets. Unless otherwise noted, no of which feat is affected, a spell under the effect of a ambient secret may be selected more than once. spellshaped feat uses up a spell slot one level lower than the Improved Metamagic With this ability, the ambient spell’s actual level. An ambient tempest can only use one tempest can use a metamagic feat on a spell without spellshaped metamagic feat on any given casting of a spell. needing to take a full-round action. Improved Shifting An ambient tempest is no longer Ambient Tempest Lore subject to level limitations on the spell that he can shift in Characters with ranks in Knowledge (arcana) may make and out of his known spells. a check to determine the extent of their understanding Metamagic Feat An ambient tempest can choose to of ambient tempests. Because mastery of primal magic is learn a new metamagic feat in place of another ambient limited to specific eras, at least to mortals, this lore is not secret. This ability may be taken more than once. always readily available. A creature with innate magical Shifting Knowledge Each time the ambient tempest use, such as a scion, dragon, fey, or outsider, would be an takes this ability, he adds one to the number of spells he excellent source of ambient tempest lore. can shift each week. He can still only ever use the shifting DC 10: Ambient tempests have learned to use the knowledge ability once per week, regardless of whether ambient magic of the world, both arcane and divine, or not he has replaced his full allotment of spells. For to accomplish even more than most other mystics and example, an ambient tempest with the ability to shift sorcerers. three spells a week can opt to only shift one spell from DC 15: Ambient tempests can access more spells over his repertoire, but he cannot choose to shift the other two time than mystics and sorcerers, choosing new techniques until a week has passed. The ambient tempest must spend over old as they desire. one hour of meditation for each spell to be replaced. This DC 20: An ambient tempest learns to shape the magic ability can be taken more than once. they use in various ways, expanding their powers at the Spellshaping (Ex) The ambient tempest can alter a spell expense of imposing additional limits. with certain metamagic feats in a manner that actually DC 30: Creatures such as nagas, fey, and the legendary reduces its effect (and its level as well). This ability can gold-skinned scions are more likely to be ambient tempests affect the Enlarge, Extend, and Widen Spell metamagic than humans, elves, or other mortal races. feats, causing them to halve whatever aspect of the spell

Monstrous Prestige Classes  119 Wisdom, and saving throws against these spells have a DC Branch Of Zivilyn of 10 + spell level + the branch of Zivilyn’s Wisdom modifier. As one of Zivilyn’s maxims is that wisdom and age are The branch of Zivilyn’s spell list appears below. A branch has complimentary, it should come as no surprise that a small access to any spell on the list and can freely choose which but devoted sect of his followers are the very plants and to prepare, just as a cleric does (though a branch of Zivilyn trees themselves. After all, the god’s symbolic great tree cannot spontaneously cast cure or inflict spells). alludes to the timelessness that endures in many great Spontaneous Casting A branch of Zivilyn can channel plants; a timelessness that allows one to accrue knowledge stored spell energy into a spell that it did not prepare and understanding of events and ultimately provide the ahead of time. The branch can “lose” any prepared spell in most solid of bases by which to decide one’s future course. order to cast any spell from the Insight Domain (See the Few plant creatures have both the age as well as the DRAGONLANCE Campaign Setting) of the same level or lower. appropriate mindset to become a branch of Zivilyn, and as Greenlore (Ex) The first step to true wisdom and such, most branches are treants who are automatically the best- understanding is acquiring the facts and knowledge suited for gathering wisdom and understanding. Occasionally, necessary to accurately make decisions. A branch of other awakened plants have become branches of Zivilyn. Zivilyn is so in touch with the natural world that it is able The branch of Zivilyn taps into the other plant life to collect knowledge and news from all over Ansalon. A surrounding it to gain knowledge of what has passed branch of Zivilyn may make a special Greenlore check with in areas the creature itself has not been able to observe. a bonus equal to its Hit Dice + its Intelligence modifier to Because of this, branches are often sought out by nobles see whether it knows any relevant information about local who seek advice on what political moves they should people, history, far away places, or recent events. The branch make or even adventurers in need of a crucial piece of of Zivilyn may not take 10 or take 20 on this check; this sort information that will determine their course of action. of information is essentially random. Wisdom’s Growth (Ex) At 3rd level, a branch of Entry Requirements Zivilyn grows by one size category. In addition to the Race: Any plant. usual adjustments made when gaining a size category, the Skills: Diplomacy 6 ranks, Knowledge (nature) 8 ranks, branch’s Wisdom score also increases by +4. Sense Motive 6 ranks. Alignment: Any neutral. Greenlore Feats: Iron Will, Toughness. DC Type of Knowledge Spells: Ability to cast 2nd-level divine spells. Commonly known, something that most Patron God: Zivilyn. 10 people have heard and gossiped about. Special: Must be 500 years old or older. Example: The Silvanesti and Qualinesti elves have been exiled to the Plains of Dust. Class Features Known by select groups of individuals, not widely known by the general populace. Branches of Zivilyn gain access to spells from a limited 20 Example: The Solamnic knights plan to list and learn to draw upon Greenlore for knowledge and make a strike against Vingaard Keep and understanding. As they progress in this class, their size and River to reclaim it from river pirates. Wisdom increases, until finally they are able to grant their Known only by few individuals, spoken wisdom to others. of only in whispers and secrecy. 25 Example: The location of the deceased Spells A branch of Zivilyn has the ability to cast a small overlords’ treasure hordes. number of divine spells. To cast a branch of Zivilyn spell, a Unknown to the vast majority of people, branch must have a Wisdom score of at least 10 + the spell’s 30 long since forgotten by most. level, so a branch with a Wisdom of 10 or lower cannot cast Example: The secret of creating ogre titans. these spells. Branch of Zivilyn bonus spells are based on Branch of Zivilyn Hit Die: d8 Spells per Day Class Base Attack Fort Ref Will Special 1 2 3 4 5 Level Bonus Save Save Save 1st +0 +2 +0 +2 Greenlore 3 — — — —

2nd +1 +3 +0 +3 4 3 — — —

3rd +2 +3 +1 +3 Wisdom’s growth 5 4 3 — —

4th +3 +4 +1 +4 5 5 4 3 —

5th +3 +4 +1 +4 Ancestral wisdom 5 5 5 4 3

Class Skills (2 + Int modifier per level): Concentration, Diplomacy, Heal, Knowledge (history), Knowledge (religion), Listen, Sense Motive, Spellcraft, Spot

120  Chapter Two Ancestral Wisdom (Sp) Once per day per level, a 4th—command plants, control water, detect scrying, branch of Zivilyn is able to grant a creature the ability to locate creature, reincarnate, scrying access ancestral knowledge and wisdom. The creature to 5th—awaken, baleful polymorph, commune with nature, be affected must know the name of the ancestor it wishes prying eyes, wall of thorns to speak with or else it cannot ask any questions. This ability works like the spell speak with dead in terms of Branch of Zivilyn Lore duration and the information you can gather, save that Characters with ranks in Knowledge (religion) or the conversation occurs entirely within the mind of the Knowledge (nature) may make a check to determine the creature seeking communion. The actual spirit of the extent of their understanding of branches of Zivilyn. The ancestor is not consulted, but rather the creature is able best source of this information would be druidical or to search its own bloodline for any imprinted knowledge. scholarly works or from accounts given by past branches of This ability is the equivalent of a 4th-level spell. Zivilyn or their lesser brothers, the treants. DC 10: A branch of Zivilyn is an awakened plant given Branch of Zivilyn Spell List great wisdom and knowledge by the God of Wisdom. Branches of Zivilyn can choose their spells from the DC 15: Branches of Zivilyn are usually larger and following list: certainly wiser than other plants and are able to reach into 1st—calm animals, cure light wounds, detect animals or a collective nature lore to gain insight. plants, detect magic, entangle, goodberry, pass without trace, DC 20: A branch of Zivilyn casts spells much as a druid speak with animals. can, thanks to its covenant with Zivilyn. 2nd—barkskin, chill metal, heat metal, locate DC 30: A branch of Zivilyn has the ability to bestow object, soften earth and stone, warp wood, wood shape wisdom on others, giving them access to esoteric 3rd—cure moderate wounds, diminish plants, plant understanding and insight. growth, poison, quench, speak with plants, wind wall

Monstrous Prestige Classes  121 Child of Chemosh Class Features Undead are the terror that strikes the hearts of many of A Child of Chemosh expands upon its existing spellcasting Krynn’s mortal inhabitants. More frightening yet are those but at a reduced rate. Their control over undead, however, which have willingly entered into a pact with the Lord of continues at the same rate, and as they advance, they the Undead, Chemosh. The Children of Chemosh are the gain additional abilities to accent this control. Children undead priests of his unholy faith, drawn from the ranks of Chemosh grow increasingly hard to turn or rebuke of the ghouls, wights, liches, and vampires of Krynn to themselves. serve him directly and further his goals. While Chemosh Spells per Day/Spells Known A Child of Chemosh has influence over all undead creatures to some degree, it is continues to draw dark power from its divine patron. Thus, through his Children (and any living clerics who associate when a new Child of Chemosh level is gained at 1st, 3rd, with them) that he achieves his greatest mastery of the and 5th levels, the undead gains new spells per day (and tortured souls of Krynn. spells known, if applicable) as if it had also gained a level in Corporeal undead with levels in cleric or mystic are the a divine spellcasting class it belonged to before it added the only creatures who can acquire this prestige class, although prestige class. It does not, however, gain any other benefit the diversity of those undead is staggering. Ghasts, mohrgs, a character of that class would have gained (turn undead, and even bodaks have been known to serve their pale god bonus feats, and so on) except for an increased effective in this manner. Chemosh also recruits potential Children level of spellcasting. A Child of Chemosh who had more from his living priesthood or from dark mystics who show than one divine spellcasting class must decide to which promise, manipulating them to a point where they achieve class it adds the new level for purposes of spells per day undead status and qualify for the mantle of a Child of and spells known. Chemosh. Turn Resistance (Su) Beginning at 1st level, a Child In the months following the War of Souls, when of Chemosh’s innate resistance to the power of good and Chemosh began drawing together his servants and neutral clerics increases. For the purpose of being turned minions after his absence, a small number of Children or destroyed by a cleric or other character with the turn were created to act in his stead. These joined with those undead ability, the Child of Chemosh’s effective Hit Dice from earlier ages to present a considerable future threat, increases by the listed amount. If the Child of Chemosh one that has the potential to bring the undead into conflict already possesses turn resistance, this bonus stacks with with all life on Ansalon. Until then, Chemosh bides his that quality. time and allows his children to gather their own forces. Command Undead (Su) A Child of Chemosh’s Strangely, the Children of Chemosh had no role to play in class levels stack with its cleric or mystic levels when the creation of the Beloved, though the fallout from that commanding or rebuking undead. event (and Chemosh’s dalliance with Mina) may divide the Danse Macabre (Su) At 2nd level, a Child of Chemosh ranks of the Children. gains the ability to transfix living creatures with its odd, twitching dance. This is a full-round action that creates a Entry Requirements mind-influencing effect. Any living creature with fewer Race: Any intelligent corporeal undead. Hit Dice than the Child of Chemosh that is able to see Alignment: Any evil. the creature must succeed at a Will save (DC 10 + ½ HD Skills: Knowledge (religion) 8 ranks. + Charisma modifier) or be paralyzed for as long as the Spells: Able to cast 1st-level divine spells. Child of Chemosh continues to dance and 1d6 rounds Special: Must be able to rebuke or command undead. afterward. Special: Must have been visited or contacted by Chemosh Improved Create Spawn (Su) At 2nd level, a Child of or an agent of his and brought into his direct service. Chemosh with the ability to create spawn (such as a wight Child of Chemosh Hit Die: d8 Class Base Fort Ref Will Special Spells per Day/Spells Known Level Attack Save Save Save Bonus Command undead, 1st +0 +0 +0 +2 turn resistance +2 +1 level of existing spellcasting class Danse macabre, 2nd +1 +0 +0 +3 improved create spawn — Improved bolster, 3rd +2 +1 +1 +3 Turn resistance +4 +1 level of existing spellcasting class Rigor mortis, greater 4th +3 +1 +1 +4 create spawn — Death touch, turn 5th +3 +1 +1 +4 resistance +6 +1 level of existing spellcasting class Class Skills (2 + Int modifier per level): Escape Artist, Gather Information, Intimidate, Knowledge (religion), Listen, Search, Spellcraft, Spot

122  Chapter Two or vampire) may do so with victims it has not personally Children of Chemosh without the ability to create slain. The Child of Chemosh must have witnessed the spawn gain the ability to create zombies from any death of the target creature within the last 24 hours and humanoid they slay, just as a mohrg does (see Monster must spend one hour with the corpse. At the end of this Manual). Children of Chemosh whose victims rise as free- vigil, the creature is assumed to have just been slain for willed undead may choose to create zombies instead or the purposes of how soon the creature will rise as a spend time in vigil as described under Improved Create spawn of the Child of Chemosh. Spawn above. Children of Chemosh without the ability to Corpses that have been preserved with gentle repose create spawn do not benefit from this ability. or which are the target of a bless or protection from evil Children of Chemosh whose victims rise spell, or are in the area of effect of a consecrate, hallow as free-willed undead (such as ghouls and or magic circle against evil spell, are protected from ghasts) may spend one hour in vigil with this ability. the corpse before it rises, in which case Death Touch (Sp) At 5th level, the Child of the newly created undead is under Chemosh gains the ability to snuff the life out the child’s control until the child is of any living creature it touches. This ability destroyed. works as a slay living spell and can be used a Corpses that have been number of times a day equal to the Child preserved with gentle repose or of Chemosh’s Charisma bonus (if any) which are the target of a bless as a cleric. Creatures slain in this way or protection from evil spell, are candidates for the child’s create or are in the area of effect of spawn ability. a consecrate, hallow or magic circle against evil spell, are Ex-Children of protected from this ability. Chemosh Improved Bolster (Su) At 3rd level, the Child of A Child of Chemosh who Chemosh’s ability to bolster somehow returns to life and is another undead with a no longer undead, or whose successful rebuke attempt alignment shifts from evil gains a +4 bonus. This to neutral or good, loses all ability has no effect on the special abilities gained from child itself. The child cannot this prestige class and will bolster an undead to an very likely become the effective Hit Dice total target of other Children greater than the Child of of Chemosh and their Chemosh’s own Hit Dice. undead allies. Rigor Mortis (Su) At 4th level, the Child of Chemosh Child of gains the power to paralyze any Chemosh Lore creature it touches. The child must make a successful touch attack, and the victim must succeed at Characters with ranks in Knowledge (religion) may make a Fortitude save (DC 10 + ½ HD + Charisma modifer) a check to determine the extent of their understanding to avoid paralysis. Any creature so paralyzed appears to of Children of Chemosh. Clerics in the service of gods be dead, showing no signs of life and becoming stiff and opposed to Chemosh, such as Mishakal, Paladine (in immobile. This effect lasts for a number of hours equal to 1 earlier eras), or Kiri-Jolith, may be good sources of this plus the child’s Charisma bonus (if any). Lesser restoration, information. Religious texts, both holy and unholy, surface remove curse, and remove paralysis will all restore the from time to time and provide additional knowledge to victim to normal. Spells which protect against necromantic scholars. or negative energy effects, such as death ward, will also DC 10: The Children of Chemosh are a group of protect against this ability. Undead that already possess the intelligent undead servants of the Lord of Bones. ability to paralyze others, such as ghouls, may choose to DC 15: A Child of Chemosh is not only a servant but use either this ability or their own whenever they make an a priest of the Lord of Bones, given power over other attack. undead. Greater Create Spawn (Su) At 4th level, the Child of DC 20: The Children of Chemosh are hardier and more Chemosh’s ability to create spawn improves even further. resistant than other undead, thanks to their service to the The child no longer needs to have been personally present God of Undeath. at the death of the target creature, and the creature may DC 30: Children of Chemosh can not only create more have been dead for up to a week. This ability otherwise undead from those they kill; they can inflict paralysis on works exactly like the improved create spawn ability above. their enemies with their twitching dance.

Monstrous Prestige Classes  123 bonus to Strength, a +6 bonus to Constitution, and a +2 Dragon Ravager morale bonus on Will saves, but it takes a –2 penalty to Throughout history, certain chromatic dragons have been Armor class. This ability otherwise resembles the rage recorded as being particularly insidious and destructive ability of the barbarian. beyond their years. Such dragons usually embrace their Fling (Ex) A dragon ravager may use its Awesome Blow natural destructive tendencies with a delight that disgusts to send creatures flying back through the air 25 feet instead even many of their kin-dragons. of the usual 10 feet. Creatures flung like this take 2d6 Other chromatic dragons view dragon ravagers as points of bludgeoning damage, 4d6 if striking an obstacle. being immature and feel they must either be suicidal Enhanced Breath Weapon (Su) The damage dealt or just insane. Even the fabled Dragon Overlords never by the dragon ravager’s breath weapon improves by two approached dragon ravagers in terms of near-mindless and damage dice, and the elapsed time between uses decreases undirected destruction. Whereas the great dragons sought to 1d3 rounds. to dominate their lands and gain power in the pursuit of Spell Rage (Su) As a free action, a raging dragon personal gain, a dragon ravager desires the destruction of ravager can use up one of his daily spell slots to deal bonus good creatures or those it believes to be weaker than it. damage on a single given attack. The dragon gains an Dragon ravagers are almost always solitary creatures, additional 1d6 points of damage per level of the spell slot due to their often hostile and aggressive natures. They used up in this manner. The dragon must decide to use its realize that their actions often bring the wrath of agents spell rage ability before its attack roll. A failed attack roll of good down upon their heads and tend to direct their still uses up the spell slot. actions in areas away from any power centers held by Improved Draconic Rage (Ex) At 4th level, the dragon the Knights of Solamnia, Legion of Steel, or other good ravager’s bonuses to Strength and Constitution during its organizations. rage each increase to +10, and its morale bonuses on Will saves increases to +4. The penalty to AC remains at –2. Entry Requirements Breath Gout (Su) As a full-round action, the dragon Race: Dragon. ravager can concentrate on his breath weapon to increase Alignment: Chaotic evil, chaotic neutral, or neutral its efficacy, doubling the damage of its usual breath evil. weapon. After a dragon has used breath gout, it cannot use Skills: Bluff 18 ranks, Intimidate 18 ranks. its breath weapon for 1d4 minutes. Feats: Ability Focus (breath weapon), Awesome Blow, Flyby Attack, Improved Bull Rush, Power Attack, Weapon Dragon Ravager Lore Focus (claws). Characters with ranks in Knowledge (arcana) may make Special: The dragon must be of Adult age category or a check to determine the extent of their understanding of younger. dragon ravagers. Information may have been passed along by dragon hunters, priests of Paladine or Kiri-Jolith, or Class Features even members of the Dragonarmies. Other dragons, too, The dragon ravager continues to increase in HD and skill may know some of the traits of the class. points as if he were increasing his age category, making DC 10: Dragon ravagers are usually evil or chaotic this class ideal for younger dragons. Starting with a rage dragons driven to rage by their wild urges. ability and improved combat options, a dragon ravager DC 15: A dragon ravager’s breath weapon becomes more eventually becomes a veritable engine of destruction. potent, and its strength and combat ability also increases. Draconic Rage (Ex) Once per day per dragon ravager DC 20: Dragon ravagers may use the magical energies level, a dragon ravager is able to fly into a screaming blood that power their spells to increase the damage they do in frenzy, much like a barbarian. It temporarily gains a +6 combat.

Dragon Ravager Hit Die: d12 Class Base Fort Ref Will Special Level Attack Save Save Save Bonus 1st +1 +2 +2 +2 Draconic Rage, Fling

2nd +2 +3 +3 +3 Enhanced Breath Weapon

3rd +3 +3 +3 +3 Spell Rage

4th +4 +4 +4 +4 Improved Draconic Rage

5th +5 +4 +4 +4 Breath Gout

Class Skills (6 + Int modifier per level): Bluff, Escape Artist, Hide, Intimidate, Jump, Knowledge (any), Listen, Sense Motive, Spot, Survival

124  Chapter Two DC 30: The primary weakness of a dragon ravager is its former life or fate, it has become an instrument of Chaos’ age and smaller size. They do not have the experience and desires. Scourges no longer need to sleep or eat, if they bulk to go along with their other advancements. did previously, and are effectively immortal. A few still persist after the Chaos War, solitary engines of doom still Scourge Of Chaos clutching to the seeds of Chaos deep within them. When the Chaos was freed from the Graygem and set the Second Cataclysm in motion, he brought forth agents of Entry Requirements his will from the void and released them upon Ansalon. Alignment: Chaotic evil. Daemon warriors, chaos wights, and abominations of wild Base Attack Bonus: +7. magic swept across the lands, bringing oblivion and fiery Feats: Power Attack, Improved Sunder. ruin upon cities, temples, woodlands, and homes. In the Skills: Intimidate 10 ranks. forefront of these armies of Chaos were the Scourges. Special: Must have killed at least one creature out of A Scourge of Chaos is a creature imbued with a roiling mindless rage, anger, or purely for the sake of ending its storm of madness and destruction. Forever abandoning its life.

Monstrous Prestige Classes  125 while all other creatures with this prestige class gain the Class Features effects of protection from law at all times. Weapon and Armor Proficiency: Scourges Ex-Scourges of Chaos of Chaos are proficient A Scourge that changes his alignment from chaotic evil to in all simple and another alignment loses all of his special class abilities and martial weapons, as is unable to advance in any more Scourge of Chaos levels. well as all types of armor and shields. Scourge of Chaos Lore Body of Chaos (Su): Characters with ranks in Knowledge At 1st level, the Scourge’s body (religion) or Knowledge (the planes) becomes the vessel for Chaos’ power. may make a check to determine the He no longer needs to eat or extent of their understanding of sleep, gains damage reduction Scourges of Chaos. The only 5/lawful, and acquires the reliable sources are accounts of chaotic subtype. If the Scourge the Chaos War, as the already has damage reduction, Scourges did not it increases by 5, and lawful exist on Krynn becomes one of the attack types that can until Chaos overcome the DR. set foot on the Smite Law (Su) Once per day per world. Knights class level, a Scourge of Chaos can and clerics would make a normal melee attack to deal be ideal references, extra damage equal to its HD total especially those (maximum of +20) against a lawful foe. involved in the battle If the Scourge already has this ability, against the flaming the number of times per day it may giant and his be used increases by the listed minions. amount. DC 10: Mind of Chaos (Su) At Scourges of Chaos 2nd level, the Scourge’s are mad servants of mind becomes one with Chaos and exist only the essence of Chaos. He to destroy. gains immunity to all DC 15: mind-affecting spells A Scourge of and effects, and Chaos can deliver once per day, he may a powerful blow experience a moment upon honorable and of mad clarity. This manifests righteous opponents. as a +10 insight bonus to any DC 20: Scourges of Chaos can’t be reasoned or argued one skill check, attack roll, or saving throw. with, and compulsion spells are ineffective on them. They Soul of Chaos (Su) At 3rd level, the Scourge’s are also immune to many detection spells. transformation is complete. His type changes to Outsider DC 30: The highest-level Scourges become creatures of (chaotic, native), and he may continue to function at full the planes themselves, almost impossible to fool or to kill. strength when he reaches 0 hit points or less. The Scourge They are given to flashes of mad insight that strengthen is only killed when his hit points reach –10. Undead with their prowess. this prestige class gain a +4 bonus to their turn resistance,

Scourge of Chaos Hit Die: d10 Class Base Fort Ref Will Special Level Attack Save Save Save Bonus 1st +1 +2 +0 +2 Body of Chaos, smite law 1/day

2nd +2 +3 +1 +3 Mind of Chaos, smite law 2/day

3rd +3 +3 +1 +3 Soul of Chaos, smite law 3/day

Class Skills (2 + Int modifier per level): Bluff, Climb, Intimidate, Jump, Knowledge (the planes), Listen, Ride, Sense Motive, Spot

126  Chapter Two Chapter 3: Monsters as Characters One aspect that inevitably comes up in a campaign is the inclusion of monstrous player characters, and your Acceptance Check DRAGONLANCE campaign is no different by any means. As a character adventures, she undertakes tasks that There are, however, many considerations to take into ingratiate her to those that she helps. As she continues to account when deciding whether or not to play a monster adventure and build up a positive reputation for herself, it as a character, even if allowed by the DM. This chapter becomes increasingly likely that tales and knowledge of the deals with the trials and tribulations facing a monstrous character’s exploits will pass throughout the surrounding character in the DRAGONLANCE setting and briefly covers areas, paving the way for more pleasant interaction. monsters that are best suited for use as player characters. To see if a PC has gained acceptance, she must make At the core of racial interaction in the DRAGONLANCE an acceptance check every time she gains a level. The setting is the high amount of xenophobia experienced acceptance check is modified by her previous effective by the various races of Ansalon—xenophobia so great character level, (thus, a 4th level character who advances that sometimes a catastrophe isn’t enough to fully unite to 5th level modifies the roll with a value of +4) and made two peoples, as with the dispute between the elves and against a DC of 20. Certain other factors can modify Solamnic Knights at the Whitestone Council in Dragons of the roll or DC as described below. These factors are Winter Night. added based on the events of the previous level. Thus, if It might seem a little daunting to play a monstrous a character spent most of her time in a thorp and never character in light of two standard races not being able to interacted with anyone, then went to a neighboring get past their prejudices, but the argument that went on at metropolis and began to interact with others and advanced the Whitestone Council is an example of an extreme. Also, a level, she would still make the check with the appropriate at the time of this occurrence, elves in the DRAGONLANCE factors for being in a thorp and not interacting with the setting had just been forced out of a 350-year long self- NPCs. Succeeding at an acceptance check means that imposed exile from the affairs of the world. In essence, the character is no longer subject to the aforementioned elves weren’t a standard PC race and faced the same penalties. hardships that a monstrous character adventuring in the While word certainly travels fast across Ansalon, time following the War of Souls might encounter. knowledge of the actions of a character in Solamnia won’t The role one’s race plays in any social exchange is a always reach the Plains of Dust, and the character must very important factor in adventuring. As DM, you are make another check to gain acceptance in that area. The completely free to have these penalties only show up exact boundary of acceptance is up to the DM; however, in role-playing situations with little-to-no game effect. he is encouraged to use the political map on page 161 of However, if you want to fully illustrate the impact such the DRAGONLANCE Campaign Setting as a guideline for prejudices can have on characters, what follows are a set how far a character’s acceptance reaches (thus, a character of optional rules dealing with the game effects of NPCs who gained acceptance in Solamnia would also have it in being prejudiced against a character, as well as how such a Sancrist, an island controlled by the Knights of Solamnia). character can overcome that prejudice to find acceptance. Even though a character’s acceptance doesn’t automatically Although these rules are primarily for use with monstrous carry over into other regions, her previous exploits make player characters, they can be adapted as seen fit for use it easier to gain acceptance in new areas, adding a +1 with the standard races presented in the DRAGONLANCE modifier for each previous region in which she has gained Campaign Setting. acceptance. Finally, it’s important to remember that what makes a Acceptance Rules character popular in Solamnia will likely not have the same effects in Neraka. The DM is perfectly within his right to Lacking Acceptance rule that a character who has devoted much of her time to Monstrous characters are assumed to start out lacking assisting Solamnia will not find acceptance in Neraka, but acceptance, although the DM may rule that they rather notoriety. automatically have it in certain areas (draconians in Teyr and goblins in Throt, for example). These characters Influencing Factors find that they are not welcome and incur the following As with all sticky matters, there’s never only one single penalties when in areas where they do not have acceptance: factor involved in a character’s persecution. While a few • A –4 penalty to all Charisma-based skill checks (Bluff, factors are directly linked to their race and its reputation Diplomacy, Gather Information, and Intimidate). across the land, often the brunt of one’s persecution lies • +25% increase to all item costs. with his or her persecutors. Below is a list of various factors • NPC attitudes are automatically Unfriendly towards that influence the acceptance check made by the character the character. at each level. Alignment/Race: The exact nature of the creature’s race often decides how willing creatures are to interact with it

Monsters as Characters  127 Acceptance Rules and Standard Races

s has already been mentioned, the acceptance from 20 to 15, and the penalties to Charisma-based Arules can be adapted to standard PC races as skills are halved to –2. In addition to these changes, well, should the DM wish to truly play up the racial once a character gains acceptance in three regions, tensions that exist on Ansalon. However, this one she’s automatically considered to gain acceptance should make minor changes to better reflect the fact in like-minded regions. Use of these rules in this that despite certain racial tensions and divides, an elf manner is only recommended in eras when the races will have a far easier time gaining acceptance amongst of Ansalon are at their most reclusive and xenophobic, Solamnics than a thanoi would. such as the early Age of Despair or the first few years When using these rules in such a fashion, make the following the Chaos War. following changes: the base acceptance DC is lowered

and give it the benefit of the doubt. The fabled and noble although more welcoming and loving to those who they kyrie would be far better accepted in Solamnia than an already know and consider “family,” can be extremely ogre would. While it’s impractical to assign each and every judgmental and untrusting of outsiders. This is a natural monster race on Krynn its own acceptance adjustment, one offshoot of the harsh danger that such people constantly related to the race’s typical alignment works just as well. live with, causing them to understandably view outsiders The character gains a +2 bonus to her acceptance checks if as a potential threat. It often takes more for an individual her race’s usual moral alignment (good, neutral, or evil) is to prove their good intent to people living in such the same as the area she’s trying to find acceptance in, a +0 communities. This mindset naturally makes it much bonus if it’s one step removed (a usually neutral race in a harder for monster characters to prove themselves to such good area), and a –2 penalty if it’s opposing (a typically evil communities, but the upswing is that such towns usually race in a good-aligned area). only have a single sheriff who won’t be willing to actively Interaction: If a monstrous character takes care to try confront the character so long as he doesn’t disturb the and interact with NPCs in a positive manner, he’ll find, general public. in time, others will find it far easier to reevaluate their The more populated an area gets, the more its stance on the character. Even if such positive interaction inhabitants are used to seeing a wealth of diversity. They isn’t always a success (as indicated through failures on the may cast a wary glance at a thanoi lumbering down the Charisma-based skill checks), the fact that the character streets but ultimately realize that so long as it is minding was willing to be open with the inhabitants of the area its own business, there’s no reason to panic or get excited. he’s currently adventuring in does much to speak for the Because of this, the metropolitan areas of Krynn are character’s good will. A character who frequently interacts more tolerant towards monstrous characters and find in a positive manner with those around him gains a +1 it easier to believe that such a character is capable of bonus to his acceptance check, even if his attempts at becoming a valued member to their adopted society. The interaction were otherwise unfruitful. Characters who downfall in trying to seek out acceptance in such an area managed to succeed in Charisma-based skill checks when is that metropolitan areas often have a strong body of interacting with NPCs gain a +2 bonus to their acceptance law-enforcement, be it local militia or different orders of check. If the interaction with NPCs is mostly done in an knights. intentionally negative fashion, the check gains a –4 penalty. Authorities in greatly populated areas are treated as Rarity: If a creature is extremely rare on Ansalon, very having Hostile attitudes and seek to bring the character few know enough about its race to accurately make any in for questioning. If the character cooperates and has no judgment about its intentions. Monstrous characters who discernable hidden agenda, the authorities will release him are so rare as to be veritably unknown include children from custody, reverting to an Unfriendly attitude. They will of the sea, huldrefolk, kyrie, shadowpeople, ursoi, wendle inform all members of their city guard to keep a wary eye centaurs, and others. Characters of a rare race have the DC on the character and assign at least one member to escort of their acceptance check increased by +2, at the expense and keep watch over him at all times. Depending on the of gaining no alignment modifier or penalty. Even though mindset of the city, if the character has not left the city few can discern anything overtly malicious or benign within a few days, the authorities of a more conservative about them, their otherwise alien appearance still adds a city will politely ask him to take his leave, backing up any certain level of mistrust. This modifier can change based refusal with appropriate force, while more lax cities will upon how odd-looking or strange the character may be. simply call off their escort, still keeping a careful eye on the For instance, a shadowperson’s DC modifier remains at +2, character in question. Individual cities may vary when it whereas a huldrefolk’s may be +4. comes to the tactics they use, depending upon how closely Population: The exact area that the character has aligned they are to the monster race’s typical alignment. spent his previous level can also greatly affect how those The exact DC adjustments provided by cities and around perceive him. Smaller, more rural communities, towns to a creature’s acceptance check can be found in the

128  Chapter Three Acceptance Check Adjustments is discovered, those in power are convinced the character Population Miscellaneous* has something to hide or may be a spy; they will take swift Successful positive and immediate action. Thorp +3 DC interaction +2 to check Magic: The character can use spells, such as charms or illusions, to fool or manipulate others into better treatment. Hamlet Failed positive +2 DC interaction +1 to check Many places consider manipulating one’s mind to be a great crime. In Palanthas, the Knights of Neraka have Village +1 DC Negative interaction –4 to check declared it to be a capital offense. One person at a time: Characters who succeed at a Small town +0 DC Same alignment +2 to check Diplomacy check to shift the attitude of an NPC (see the Large town –1 DC One step removed +0 to check Diplomacy skill in the Player’s Handbook) might be able to mitigate the usual penalties when dealing with that Small city –2 DC Opposing alignment –2 to check individual. In order to do this, the character must improve the NPC’s attitude towards them by at least one step. A Large city –3 DC Rarity +2 to DC character who fails to do so must wait at least a number of days equal to the difference between the target DC and Metropolis –4 DC Previous acceptance +1 to check the actual modified die roll. Thus, a character who tries to improve an NPC’s attitude from Unfriendly to Indifferent * See Individual Descriptions for details (DC 15) but ends up with a modified roll of 13 must wait at least two days before trying to improve the character’s Acceptance Check Adjustments table, along with the other attitude again. Any attempts made prior have a 50% chance aforementioned adjustments. of decreasing the character’s attitude by one category, causing already-hostile creatures to either attack the Bypassing Prejudices character or call the town guards. Characters without acceptance have a few options allowing A DM may rule that a character who has done them to bypass the disadvantages handed to them. Each something, such as saved an entire village, is no longer method carries with it some great risk, as they employ subject to these penalties from anyone within the village. some level of subterfuge or another. Bribes: Bribes usually work on those of unscrupulous Acceptance and What It Means character or people in dire straits. The character can Although it ends up being a beneficial thing, gaining attempt a bribe when making a Diplomacy or Gather acceptance isn’t always completely a positive result. Information check. Each steel piece she gives to the Oftentimes, people will accept a monstrous character recipient grants her a +1 circumstance bonus to the check. only out of the thrill of exoticism. A sivak who is also Characters must be careful about who they try to bribe. a righteous follower of Kiri-Jolith is a one-in-a-million Attempting to bribe a Knight of Solamnia, for example, occurrence, and many view it as a rare curiosity on which would do little more than insult the knight’s honor and to latch themselves. They believe that they can acquire convince him of the character’s duplicitous nature. some sort of prestige or notoriety by associating with the Disguise: By creating a successful disguise and passing sivak and, on some level, may even feel that others will itself of as something else, a monstrous character is able attribute the sivak’s “redemption” to the influence of those to negate all the disadvantages that its nature fosters. The around it. They may wallow in the prestige associated main problem with using a disguise is that if the character with being perceived as open-minded enough to not Character Goals and True Acceptance

f you decide to introduce the acceptance rules subject to great demands placed upon her by her Iinto your campaign, you should be prepared to adopted societies to maintain a level of behavior have a long and involved situation that will follow a consistent with what brought her there in the first character throughout his or her entire adventuring place. career. Acceptance rules should always have an impact Because these acceptance rules can play such a key on characters, even when the character has already aspect to a character’s career, treat gaining acceptance gained acceptance in the campaign area of choice, as a minor personal goal (XP reward equal to the and should not be relegated to something that doesn’t character’s current XP divided by 8). Gaining true show up after the fact. The struggle introduced by the acceptance (see “Acceptance and What it Means”) acceptance rules is one that can often be as rewarding should be treated as a major personal goal (XP reward as it is frustrating, and one that will ensure a constant equal to the character’s current XP divided by 6). For wave of rich and vibrant roleplaying experiences. more information on Mission Goals, see page 194 of Once a character has gained acceptance, she is now the DRAGONLANCE Campaign Setting.

Monsters as Characters  129 let the draconian’s race play a role in their treatment of also serve as suggested “jumping points” for a monstrous it. Ultimately, this kind of acceptance can be somewhat to launch his adventuring career in unfulfilling to a monstrous character, who rightfully a fashion that allows for fun roleplaying without the realizes that regardless of how appreciated his deeds are, in disadvantages stacked too greatly against him. the end he is viewed as little more than a commodity to be shown off. Mount Nevermind True acceptance comes when the character has Base acceptance DC: Automatic made such an impression on those around him that he The fact that Mt. Nevermind is automatically accepting is viewed entirely based upon his strength of character of monstrous characters is something of a mixed blessing. and the contributions he has made. To such individuals, While the gnomes generally have no prejudice against he is not some exotic pet to be paraded for the sake of any given race, the guild of DiverseandSupernaturalLifef entertainment, nor is he viewed as a curious exception ormsOtherwiseHeretoforeUndocumented, etc. will take a to the rule. In fact, among such people, his race often keen interest in monstrous characters, poking, prodding makes no difference to how he is viewed. Few monstrous and often making them the (sometimes unwilling) subject characters ever gain true acceptance of the level. of many experiments. The more magical or alien such a Gaining true acceptance functions much like the creature is, the more the gnomes will want to experiment standard rules for gaining acceptance, save that the on her and see what makes her tick. Although the gnomes roll is always made against a DC 30. This roll is only show great fervor in their experiments, they aren’t entirely modified by character level and can only be made at the oblivious to the inconvenience caused by their studies and DM’s discretion whenever a character has succeeded at a will often reward such characters’ diligence with valuable noteworthy and wide-reaching achievement. A character trinkets or information. who gains true acceptance has become renowned for his deeds and is welcome in most circles. Tanis Half-Elven Palanthas (pre-Solamnic is an example of a character who eventually gained true Reclamation) acceptance for his role in the War of the Lance, as well as Base acceptance DC: 15 the tasks he undertook to strengthen the bonds between The metropolis of Palanthas is one teeming with humans and elves following the war. richness and diversity due to its great commercial center. In fact, it is somewhat easier for monstrous characters to In Summary find acceptance here due to the rigid rule of the Knights of As has already been made clear, these rules can only ever Neraka—originally, the knighthood had many monstrous provide a thorough guideline for determining the DC aides, such as draconians and the then-rare Tarmak of acceptance checks. Ultimately, it comes down to the brutes. The knights swiftly and brutally quelled the earliest general attitudes of the exact location a character has spent resistance and resentment of such races. In the 40 or so the majority of their previous level at, as well as the type of years since, what was first a forced grudging toleration campaign a DM wants to run. A general rule of thumb is to of other races in Palanthas has evolved into a realization either raise or lower the DC of the acceptance check by +2, that many such creatures aren’t inherently destructive to depending on certain favorable or unfavorable factors not the people’s way of life. While humans, elves, kender, and otherwise accountable by the above set of guidelines (such other standard races are still by far the majority of citizens as a certain area being more lax about their treatment of in Palanthas, the overall attitude towards other races has outsiders or two particular groups having a long-running become more lax and accepting—the one positive benefit racial enmity). to the Dark Knights occupation of the city, and one that The penalties dealt to a creature that lacks acceptance will hopefully will not disappear should the city’s captors can also be malleable, depending upon who it interacts be evicted. with. A minotaur who does not have the acceptance of a The one negative aspect towards the Dark Knights community of Silvanesti elves may be better suited to have allowing monstrous characters within their city walls is a –6 penalty to all of its Charisma-based actions and may that such characters must pay a weekly, so-called “monster not even be allowed the “grace” period that authorities tax” of 10 steel pieces to back up the “insurance of safety” usually give monstrous characters as described above. that the knights provide the character. It has not gone past Simply put, there are some individuals who just won’t the notice of many that such an “insurance” is no longer tolerate the presence of a monstrous character at all until needed given Palanthas’s more accepting views. said character has proven themselves elsewhere and the In past eras, the base acceptance DC of Palanthas information has reached them second-hand. is raised to a 17, as the highly protective control of the Solamnic Knights make it a bit more difficult for Areas Suited For monstrous characters to prove themselves. Monstrous Characters Sanction What follows is a brief listing and overview of certain areas Base acceptance DC: 15 on Ansalon that serve as examples of how the acceptance Easily the most diverse area on Ansalon, Sanction truly system can be tailor-made to specific locales. These areas came into its own as a city under the guidance of Hogan

130  Chapter Three Bight early during in the Age of Mortals. What was once category, initially keeping a watchful eye on the character, a squalid dive of a city quickly cleaned up its reputation though they will be outwardly courteous and polite. The and became a hodgepodge of various races and peoples strain of maintaining such a demeanor is evident should from across Ansalon. Bight worked hard to include all of the monstrous character in question come from a typically Sanction’s residents in the reconstruction of the city into evil race. one that was worthy of trade and commerce. This, added Gaining acceptance on Schallsea gives +2 bonus to to the fact that the city was surrounded by enemies on future acceptance checks instead of the usual +1; the almost all sides, had a unifying effect on the people of endorsement of the Citadel of Light carries with it much city, and individuals of many races worked side-by-side, weight. Furthermore, a character who enters a region coming to understand one another better. Because of this, that borders one in which she already has acceptance can Sanction has been able to more fully embrace the notions make an acceptance check at a –6 penalty the first time she of accepting others into their fold. enters said region without needing to wait to gain a level. Monstrous characters seeking acceptance in Sanction This, too, is an extension of the prestige associated with find their way to be a bit easier. The local authorities are carrying the Citadel’s approval. All other modifiers apply as simply Unfriendly instead of Hostile (and thus do not take normal. the actions described previously), any given citizen has a 50% chance to be Indifferent instead of Unfriendly, and Teyr characters that lack acceptance do not incur the additional Base acceptance DC: 17 25% fees to all goods and services. Characters seeking Draconians are no strangers to finding their way in acceptance in Sanction do not add their racial alignment the world. Because of this, those who reside in Teyr tend modifier to checks, whether it’s positive or negative. The to be a bit more sympathetic to the plight of others who people of Sanction have learned enough to know not to desire acceptance. Because of this, the draconians of Teyr pay close attention to previous expectations set forth for are slightly more welcoming than most cities their size, any given race, be they good or ill. though the hostilities and aggression resulting from the In times past when Sanction was a seedier city and a upbringing of the first generation of draconians prevents den of iniquity, the acceptance DC was the standard 17 them from being even more open to monstrous characters for a large city, as few in the city had room to judge others. than they already are. The city was evil, and the racial alignment modifier for A character in Teyr does not suffer a penalty to his good characters was doubled to a –4 penalty to acceptance Charisma-based skills, though he still incurs the 25% checks. additional charge to all services and goods. Most citizens are considered to be Indifferent to the character, while the Schallsea city watch is Unfriendly. Reptilian and draconic characters Base acceptance DC: 18 that seek acceptance in Teyr gain a +4 bonus to their Home to the Citadel of Light, the isle of Schallsea acceptance checks, as the draconians find it much easier to served as a beacon of hope during the early Age of Mortals relate to them. when much of Ansalon had been swallowed up under the rule of the great dragons. Under the tutelage of the wise Suggested and caring Goldmoon, Schallsea welcomed with open arms the poor downtrodden victims of the Overlords, Monster Races as well as those facing spiritual crises who had come to Naturally, certain races lend themselves better to treatment the island seeking something in the bleak world that as a PC race than others do. What follows is a quick was greater than themselves. Though wary of monstrous discussion of the possible motivations for races most suited creatures, the island of Schallsea took in its first monstrous for use as player characters in your home campaign, with applicant in the form of a gnoll named Orvago who the rarity DC modifier following appropriate creatures in quickly became something of a fixture at the Citadel, even parentheses. These races are grouped as in Chapter 6 of the helping to save the fledgling group in its early years. Dungeon Master’s Guide, according to how difficult these In the thirty-five or so years since its founding, more races would be to include as player characters. than a few dozen monstrous characters have come to the shores of Schallsea and the Citadel in particular, either Easy seeking mystic training or looking for a place to find Child of the sea (+1), jarak-sinn, kyrie (+1), phaethon* meaning and a worthy cause. The warm welcome typically (+1), slig, tayfolk (+2), shadowpeople (+2). associated with the Citadel has not changed even now that *Assuming the phaethon’s true nature is discovered. clerics of Mishakal have come to call the Citadel home. These sorts of monstrous characters usually are not too Monstrous characters on Schallsea do not suffer from maligned and have very few powers that could interfere the 25% increase to fees, and the Charisma-based skill with the flow of the game. Usually such creatures also have check penalty is halved. Most civilians are Indifferent to a less difficult time of gaining acceptance from others and such creatures, though there are still a handful of people feeling the prejudice of others. They typically adventure for that will inevitably be Unfriendly towards her. Authorities the same reasons that members of standard races do—the such as the Knights of Solamnia will be in the Unfriendly desire to find adventure or personal gain.

Monsters as Characters  131 even play off their rarity as a reason for adventuring. Difficult An ogre titan PC might want to find another method of Bozak draconian, dragonspawn, saqualaminoi (+1), sivak maintaining the transformation in order to undermine the draconian, thanoi, ursoi (+2). power of Dauroth. Monsters in this category have powers and strengths Regardless of your PC’s motivation for adventuring, that are harder to work into a campaign at earlier levels. one thing should remain a priority: making the characters Also, such creatures have a difficult time integrating people instead of monsters with gear strapped on. A key themselves into society and gaining acceptance. Such element of a DRAGONLANCE campaign is that it’s a very monsters are usually motivated to go and seek out the character-driven world. This aspect is what has made world around them, looking for some greater purpose. its characters so memorable and lasting and, ultimately, Such creatures also, when good-aligned, are often the will do the same for your own characters, even those of exception to the rule, and adventuring allows them a monstrous origins. means to get away from a lifestyle that either disagrees with or tempts them. Sometimes such creatures have quests related to their race itself, retrieving some item or magic of importance. Kang and his engineers delving into Thorbardin to recover the eggs of female draconians is such an example. Very Difficult Aurak draconian, desolation giant, disir (+2), huldrefolk (+4), magori, ogre titan. These sorts of creatures are particularly powerful, rare, malicious, or bizarre and keep to themselves. Sometimes these monsters are limited to certain areas for one reason or another, such as the ogre titans who constantly need their draught of magical elven blood to maintain their transformation or the communal disir with their completely alien mindset. Such creatures should be exceedingly rare as player characters and, perhaps, could

132  Chapter Three Appendix 1: Wilderness Encounters Hiding encounter chance is for parties that are camping in How To Generate a secret or otherwise laying low. A party camping with a fire is never considered to be hiding. Random Wilderness Each wilderness encounter table includes the following pieces of information: Encounter d%: The result on percentile dice that will generate As a party of characters travels through the regions of a given encounter. Use the Day or Night column, as Ansalon, there is a chance per hour that they may run into appropriate. a wilderness encounter, as shown below. Encounter: The type of creature or creatures encountered. Some of these may be groups, such as an ogre Terrain Normal Cautious Hiding warband or Knights of Solamnia. Travel Travel Number Encountered: The number of creatures Desolate/ 5% 2% 1% Wasteland encountered. If the term “see Groups” appears here, refer to the section following the tables for the exact composition Frontier/ Wilderness 8% 4% 2% of the encounter. Verdant/ Civilized 10% 5% 3%

Heavily 4% Traveled 12% 6%

The Cautious Travel encounter chance is for parties that are camping in the open or moving with unusual caution (half their best possible speed or lower). The Table 2: The Desolation (formerly Balifor and Goodlund) Table 1: Abanasinia % Day % Encounter Number Night Encountered % Day % Encounter Number Night Encountered — 01 Balor 1 01-05 1-10 Bear, black 1d3–1 — 02-10 Daemon warrior 1 06-10 11-15 Centaurs 1d4 01-10 11-20 Dire boar 1 11-19 16-25 Deer 1d3+1 11-20 21-30 Draconian band, mixed See Groups 20 26-30 Dragon 1d2 21-25 31-35 Dragon 1 21-25 31-40 Elven refugees See Groups 26-35 36-45 Dragonspawn, red 1d6 26-30 41-55 Goblinoid band See Groups 36-40 — Druids See Groups 31-39 — Good cleric See Groups 41-45 46-50 Elemental, earth 1 40-50 56-60 Kender band See Groups 46-50 51-55 Elemental, fire 1 51-60 61-70 Knights of Solamnia See Groups 51-60 56-60 Elemental minion, earth 1d2 61-70 — Merchants See Groups 61-70 61-66 Elemental minion, fire 1d2 71-80 71-75 Mystic See Groups 71-75 67-70 Giant, Desolation 1d3 — 76-85 Owl, giant 1d3 76-80 71-80 Kender band (afflicted) See Groups 81-85 — Sorcerer See Groups 81-90 81-90 Ogre 1d4 86-90 86-90 Steel legionnaires See Groups 91-95 91-95 Rast 1d4 91-97 91-00 Stirges 2d4 96 — Salamander, noble 1 98-00 — Wizard See Groups 97-00 96-00 Thoqqua 1d3

Table 1B: Abanasinian Dragons Table 2B: Desolation Dragons d20 Type d20 Type 01-06 Bronze (very young) 01-04 Fire (young adult) 07-10 Copper (very young) 05-08 Brass (adult) 11-20 Green (young) 09-20 Red (young adult)

Wilderness Encounters  133 Table 3: Blood Sea Isles % Day % Encounter Number Night Encountered 01-05 01-05 Arrowhawk 1d3 06-10 06-15 Dragon 1 11-15 16-20 Gargoyle 1d4 Table 3B: Blood Sea Isles Dragons 16-20 21-25 Kyrie 1d3+3 d20 Type 21-30 26-30 Mandibear 1 01-09 Amphi (young adult) 31-40 31-40 1 10-15 Bronze (juvenile) 41-45 41-45 Magori 1d6 Sea (from AoM 16-20 sourcebook) (young adult) 46-55 46-50 Merchants See Groups 56-65 51-60 Minotaur patrol See Groups 66-75 61-70 Pirates See Groups 76-80 71-75 Phase spider 1 81-85 76-80 Rust monster 1 Table 4: Estwilde (includes Fume’s realm) 86-90 81-85 Tayfolk twins 1d3 pairs % Day % Encounter Number 91-95 86-90 Tendriculos 1 Night Encountered 96-98 91-95 Olippoth 1 01-10 01-10 Assassin vine 1 99-00 96-00 Wretch (any) 1d3 11-20 — Dire ape 1 21-30 — Dire lion 1 31 11-15 Dragon 1 32-35 — Girallon 1 Table 4B: Estwilde Dragons 36-40 16-25 Hag, green 1d3 d20 Type 01-02 Copper (adult) 41-50 26-35 Kobold warband See Groups 03-04 Gold (very young) Lich (former 11th-level — 36 human wizard) 1 05-20 Green (young adult) 51-60 37-45 Lizardfolk band See Groups 61-65 46-50 Mephit, steam 1d3 66 51-55 Pyrohydra (any) 1 Table 5: New Swamp (Sable’s Realm) 67-80 56-60 Shambling mound 1 % Day % Encounter Number 81-85 61-70 Shocker lizard 1d4 Night Encountered 01-05 01-10 Aranea 1 86-90 71-80 Spider eater 1d2 06-10 11-15 Chaos beast 1d2 91-95 81-90 Troll, mewling 1 11-15 16-20 Dark thrall band See Groups 96-00 91-95 Whisper spider 1 16-20 21-25 Draconian, mixed band See Groups — 96-00 Zombie, medium 2d4 21-25 26-30 Dragon 1 26-35 31-40 Dragonspawn, black 1d6 Dragonspawn, black 36-45 41-45 abominations See Groups 46-50 46-50 Harpy 1 51-60 51-55 Jelly, ochre 1 Table 5B: New Swamp Dragons 61-75 56-65 Kobold warband See Groups d20 Type 76-85 66-75 Lizardfolk band See Groups 01-06 Amphi (adult) 86 76-80 Naga, spirit 1 07-20 Black (young adult) 87-88 81-85 Phantom fungus 1 89-90 86-87 Qlippoth 1 91-95 88-94 Sligs See Groups 96-97 95-97 Stahnk 1 98-00 98-00 Wyndlass 1

134  Appendix One Table 6: Kern % Day % Encounter Number Night Encountered 01-05 01-10 Athach 1 06-10 11-15 1 Table 6B: Kern Dragons 11-15 16-20 Bulette 1 d20 Type 16-25 — Dire bear 1d3 01-05 Blue (young adult) 26 21-25 Dragon 1d3–1 06-10 Brass (adult) 27-30 — Eagle, giant 1d6 11-17 Copper (adult) 31-35 26-30 Ettin 1 18-20 Green (adult) 36-45 31-40 Hag, annis 1 46-55 41-50 Hag, green 1d3 56-60 51-55 Giant, hill 1 61-65 56-60 Ogre mage 1 66-75 61-70 Ogre titan (formerly ogre) 1d3 76-85 71-85 Ogre warband See Groups Table 7: Icereach 86-90 86-90 Tayfolk twins 1d3 pairs % Day % Encounter Number 91-95 91-95 Troll 1d2+2 Night Encountered 01-10 — Bear, polar 1d4 — 96-99 Whisper band 1 11 01-05 Cryohydra (any) 1 96-00 00 Yrthak 1 12-15 06-10 Draconian, frost 1d4 16-20 11-20 Dragon 1 21-25 21-30 Frost worm 1 26 31 Gelugon 1 Table 7B: Icereach Dragons 27-35 — Ice Folk band See Groups d20 Type 36-40 32-35 Mephit, ice 1d4 01-02 Frost (juvenile) 41-50 36-45 Ogre warband See Groups 03-05 Silver (young) 51-55 46-55 Remorhaz 1d2 06-20 White (young adult) 56-65 56-65 Skeletons 1d8+2 66-80 66-80 Thanoi 1d8 81-90 81-90 Ursoi 1d4 91-95 91-95 Wight, frost 1d3 96-00 96-00 Wolf, winter 1d4 Table 8: Kharolis % Day % Encounter Number Night Encountered 01-15 01-15 Bandit gang See Groups 16-25 16-20 Bear, black 1d4 26-35 21-25 Deer 2d4 36 26-30 Dragon 1 37-40 31-40 Dwarven miners See Groups Table 8B: Kharolisian Dragons 41-45 41-50 Gargoyle 1d3 d20 Type 46-55 51-60 Goblinoid band See Groups 01-10 Copper (young adult) 56-65 61-70 Gnoll 1d4+1 11-16 Red (juvenile) 66-75 71-80 Knights of Neraka See Groups 17-20 Silver (juvenile) 76-80 81-85 Razhak 1 — 86-90 Spectre 1 81-90 91-95 Thanoi 1d6 91-95 96-97 Troll 1d2 96-00 98-00 Zombie 2d4

Wilderness Encounters  135 Table 9: Khur % Day % Encounter Number Night Encountered 01-05 01-10 Bulette 1 06-15 — Camel herd 3d6 16-20 11-15 Dragon 1 21-25 16-20 Elemental, medium fire 1 Table 9B: Khurish Dragons d20 Type 26-30 21-25 Feeder 1d3 01-10 Blue (young adult) 31 26-30 Genie, efreeti 1 11-16 Brass (adult) 32-35 31-35 Genie, janni 1d4 17-20 Copper (young adult) 36-45 36-45 Goblin 1d6+6 46-60 46-60 Desert nomads See Groups 61-65 61-65 Medusa 1 66-70 66-70 1 71-80 71-80 Ogre 1d3 — 81-85 Nightshade 1 81-90 86-90 Spider eater 1 Table 10: Neraka (includes Taman 91-00 91-95 Vergouille 1d3 Busuk and Sanction areas) — 96-00 Wight 1d3+2 % Day % Encounter Number Night Encountered 01-15 01-15 Bandit group See Groups 16-20 16-20 Carrion crawler 1 Table 10B: Nerakan Dragons 21-30 21-25 Dark clerics See Groups 31-35 26-30 Doppleganger 1 d20 Type 01-11 Blue (young adult) 36-45 31-35 Draconian, baaz 1d4+2 12-13 Gold (juvenile) 46-50 36-40 Dragon 1 14-20 Red (young adult) 51-55 41-45 Elemental minion, fire 1 56-65 46-55 Goblinoid band See Groups 66-70 56-65 Gnolls 1d3+1 71-80 66-75 Knights of Neraka See Groups 81-85 76-80 Merchants 1d6 Table 11: Nightlund (includes Kalaman) 86-90 81-90 Ogre 1d6 % Day % Encounter Number Night Encountered — 91-95 Shadowfolk 1d3 — 01-10 Allip 1 91-00 96-00 Tarmak warband See Groups 01-10 11-20 Aranea 1 11-20 21-30 Draconian, bozak 1d3 21-30 31-40 Draconian band, mixed See Groups 31 41-45 Dragon 1 32-45 46-50 Human settlers See Groups 46-55 51-60 Knights of Solamnia See Groups Table 11B: Nightlundian Dragons 56-70 61-65 Merchants See Groups d20 Type 71-80 66-70 Moose 1d4+1 01-08 Black (adult) — 71-75 Shadow 2d4 09-16 Green (young adult) — 76 Skeletal warrior 1 Shadow (from AoM 17-20 sourcebook) (young adult) — 77-80 Skeleton, medium 1d8+2 — 81-85 Spectre 1 81-90 86-90 Tayfolk twins 1d3 pairs 91-00 91-95 Kender band See Groups — 96-00 Zombies, medium 2d8

136  Appendix One Table 12: Nordmaar (includes Great Moors) % Day % Encounter Number Night Encountered 01-10 01-10 Black willow 1 11-20 11-15 Centaur, wendle 1d6 Table 12B: Nordmaarian Dragons 21-25 16-25 Chuuli 1 d20 Type 26 26-30 Dragon 1 01-08 Amphi (mature adult) 27-30 31-35 Girallon 1 09-19 Black (adult) 31-35 36-45 Harpy 1d3 20 Bronze (young adult) 36-50 46-55 Lizardfolk band See Groups 51-55 56-60 Mandibear 1 56-65 61-65 Plains nomads See Groups 66-70 66-70 Naga, guardian 1 71-75 71-75 Ogre mage 1 Table 13: Northern Ergoth 76-85 76-85 Sligs 1 % Day % Encounter Number 86-90 86-90 Swarm, spider 1 Night Encountered 91-93 91 Tayfolk twins 1d3 pairs 01-05 01-05 Bards See Groups 94-97 92-95 Tendriculos 1 06 06-10 Dragon 1 98-00 96-00 Treant 1 07-10 — Dryad 1 11-20 11-20 Elven Refugees See Groups 21-30 21-25 Elk 2d6 Table 13B: Northern 31-40 26-35 Goblinoid band See Groups Ergothian Dragons 41-45 36-40 Good cleric See Groups d20 Type 46 41-45 Huldrefolk 1d4 01-10 Red (young) 47-55 — Merchants See Groups 11-20 Silver (young) 56-65 46-55 Mountain nomads See Groups 66-70 56-60 Mystic See Groups 71-75 61-70 Nymph 1 Table 14: Plains of Dust % Day % Encounter Number 76-85 71-80 Pirates See Groups Night Encountered 86-90 — Sorcerer See Groups — 01-10 Allip 1 91-92 81-90 Sprite (any) 1d3 01-10 — Austrich 1d4 93-99 91-00 Kender band See Groups 11-15 11-15 Basilisk 1 00 — Wizard See Groups 16-20 16-20 Blink dog 1d3 21-30 21-25 Camel herd 2d6 31-40 — Centaur scouts 1d4+2 41-50 — Desert nomads See Groups 51-60 26-30 Draconian, lightning 1d3 Table 14B: Plains of Dust Dragons 61 31-35 Dragon 1 d20 Type 62-70 36-45 Elf band See Groups 01-11 Blue (young adult) 71-75 46-55 Hatori 1 12-18 Brass (adult) 76-80 56-60 Kyrie 1d6 19-20 White (adult) 81-85 61-70 Lamia 1 — 71-80 Skeleton 1d8+2 86-90 — Skrit 1 91-95 81-85 Steel legionnaires See Groups 96-00 86-95 Tarmak warband See Groups — 96-00 Wretch, sand 1d3

Wilderness Encounters  137 Table 15: Qualinesti (includes Nalis Aren) % Day % Encounter Number Night Encountered 01-05 01-10 Allip 1 06-10 11-20 Assassin vine 1 Table 15B: Qualinesti Dragons 11-20 21-30 Black willow 1 d20 Type 21 31-35 Dragon 1 01-09 Copper (young adult) 22-30 36-40 Dragonspawn, green 1d4+4 10-18 Green (young adult) 31-35 — Dryad 1 19-20 Silver (juvenile) 36-45 41-45 Elven resistance See Groups Elven ghost (former 7th- — 46 level elf warrior) 1 46-60 47-55 Goblinoid band See Groups 61-65 56-65 Griffon 1d4 66-75 66-75 Knights of Neraka See Groups 76-80 76 Nymph 1 Table 16: Sancrist (includes 81-85 77-80 Owlbear 1d2 Gunthar and Mount Nevermind) 86-90 81-85 Qlippoth 1 % Day % Encounter Number 91-93 86-90 Satyr 1d4 Night Encountered 94-95 91-95 Shambling mound 1 01-10 01-05 Deer 2d6 — 96-97 Spectre 1 11-20 06-15 Dire boar 1 96-97 — Treant 1 21 16-20 Dragon 1 — 98-00 Wichtlin 1 22-25 21-30 Eagle, giant 1d4 98-00 — Worg 1d4+4 26-30 31-35 Elemental, medium 1 31-40 36-45 Elk 2d4 41-45 46-55 Gnome lab technicians See Groups Table 16B: Sancrist Dragons 46-50 56-60 Good cleric See Groups d20 Type 51-60 61-70 Gully dwarf See Groups 01-06 Bronze (young) 61-62 71 Irda See Groups 07-13 Red (young) 63-65 72-75 Knight haunt 1 14-20 Silver (young) 66-76 76-85 Knights of Solamnia See Groups 77-80 86-90 Stirges 1d4+4 81-85 91 Unicorn 1 Table 17: New Sea (includes Schallsea) 86-90 92-95 Wizard See Groups % Day % Encounter Number Night Encountered 91-00 96-00 Wolf 1d6+2 01-05 01-05 Child of the sea 1 06-10 06-10 Dragon 1 11-15 11-15 Dryad 1 16 16 Elemental, elder water 1 Table 17B: New Sea Dragons 17-25 17-25 Ghaggler 1d4+2 d20 Type 26-35 26-35 Gnoll 1d4 01-11 Amphi (adult) 36-45 36-45 Kuo-toa 1d4+2 12-15 Black (adult) 46-60 46-55 Merchants See Groups 16-20 Bronze (adult) 61-70 56-65 Mystics See Groups 71-80 66-75 Pilgrims See Groups 81-90 76-85 Plains nomads See Groups 91-95 86-95 Sahuagin 1d6 96-00 96-00 Tritons 1d6

138  Appendix One Table 18: Silvanesti (minotaur-occupied) % Day % Encounter Number Night Encountered 01-10 01-10 Dire wolf 1d3 11-15 11-15 Dragon 1 16-20 16-20 Dryad 1 Table 18B: Silvanesti Dragons 21-30 21-30 Elven resistance See Groups d20 Type 31-35 31-35 Griffon 1d4 01-04 Blue (adult) 36-45 36-40 Krenshar 1d6 05-20 Green (mature adult) 46-55 41-55 Minotaur patrol See Groups 56-65 — Minotaur merchants See Groups 66-75 56-60 Nymph 1 76-80 61-70 Owlbear 1 81-85 71-80 Sprite, (any) 1d3 86-90 81-85 Satyr 1 91-95 86-90 Troll, mewling 1 Table 19: Solamnia (includes Vingaard 96-00 91-95 Tylor (green) 1 Mountains and Solanthus) — 96-00 Wichtlin 1 % Day % Encounter Number Night Encountered 01 01 Archon, lantern 1 02-05 02-10 Dragon 1 06-15 11-15 Eagle, giant 1d3+2 16-25 16-25 Elk 2d4 Table 19B: Solamnic Dragons 26-35 26-30 Good cleric See Groups d20 Type 01-06 Blue (young adult) 36-40 31-35 Knight haunt (Solamnic 1 or Nerakan) 07-14 Copper (adult) 41-50 36-45 Knights of Solamnia See Groups 15-20 Silver (young adult) 51-60 46-50 Merchants See Groups 61-70 51-55 Mystic See Groups 71-80 56-60 Neutral cleric See Groups — 61-70 Owl, giant 1d4 81-85 71-75 Saqualaminoi 1d4+1 Table 20: Southern Ergoth (includes 86-90 76-85 Steel legionnaires See Groups Gellidus’s realm and Eastwatch) 91-00 86-00 Wolf 1d6+3 % Day % Encounter Number Night Encountered 01-10 01-10 Bear, polar 1 11-15 11-20 Dragon 1 16-25 21-30 Dragonspawn, white 1d6 26-35 31-35 Elk 2d4 36-40 36-45 Elven resistance See Groups Table 20B: Southern Ergothian Dragons 41-45 46-50 Frost worm 1 d20 Type 46-55 51-55 Knights of Solamnia See Groups 01-06 Silver (young adult) 56-65 56-60 Knights of Neraka See Groups 07-20 White (adult) 66-75 61-70 Ogre 1d4+1 76-80 71-75 Ogre titans (former ogre) 1d3 81-85 76-80 Remorhaz 1 86-90 81-85 Saqualaminoi 1d4 91-95 86-95 Thanoi 1d4 96-00 96-00 Wight, frost 1

Wilderness Encounters  139 Table 21: Teyr % Day % Encounter Number Night Encountered Ankholian undead — 01-10 (former wight) 1 01-10 11-20 Disir invaders See Groups Table 21B: Teyric Dragons 11 21 Draconian, aurak 1 d20 Type 12-15 22-25 Draconian, sivak 1d3 01-07 Blue (young adult) 16-30 26-35 Draconian, mixed band See Groups 08-16 Brass (adult) 31-40 36-40 Draconian, noble (any) 1d4 17-20 Copper (adult) 41 41-45 Dragon 1 42 46 Elemental, greater earth 1 43-50 47-55 Kyrie 1d6 51-55 — Mystic See Groups 56-65 56-65 Ogre 1d4+3 Table 22: Dwarven Kingdoms (Thoradin, 66-75 — Plains nomads See Groups Thorbardin, Garnet underground) 76-80 66-70 Purple worm 1 % Day % Encounter Number 81-85 71-75 Razhak 1 Night Encountered 01-05 01-10 Allip 1 86-90 76-80 Saqualaminoi 1d4+2 06-10 11-15 Choker 1d3 91-95 81-90 Sorcerer See Groups 11-15 16-20 Delver 1 96-00 91-00 Tylor (red) 1 16-24 21-28 Disir invaders See Groups Table 22B: Dwarven 25 29-30 Dragon 1 Kingdom Dragons 26-35 31-40 Dwarven miners See Groups d20 Type 36 41 Elemental, huge earth 1 01-05 Copper (adult) 37-45 42-45 Gibbering mouther 1d2 06-12 Tylor, red 46-55 46-50 Grick 1d4 13-18 Tylor, copper 56-65 51-55 2d4 19-20 Red (young adult) 66-75 56-65 Gully dwarf scroungers See Groups 76-80 66-70 Horax 1 Table 23: Northern Wastes 81-85 71-75 Purple worm 1 % Day % Encounter Number Night Encountered 86 76-80 Razhak 1 01-05 01-10 Behir 1 87-90 81-85 Roper 1 06-15 11-15 Camel herd 2d8 91-95 86-90 Urkhan worm (juvenile) 1d4 16-25 16-25 Desert nomads See Groups 96-99 91-95 Urkhan worm (adult) 1 26-30 26-30 Dire lion 1 00 96-00 Wight 1d3 31 31-35 Dragon 1d3-1 32-40 36-45 Dragonspawn, blue 1d4+4 41-42 46 Elemental, medium earth 1d3 43-47 47-50 Hatori 1 48-55 51-60 Knights of Neraka See Groups Table 23B: Northern 56-65 61-70 Knights of Solamnia See Groups Waste Dragons 66-70 71-75 Lamia 1 d20 Type 71-80 76-85 Monstrous scorpion (huge) 1d3 01-09 Blue (young adult) 81 86-90 Rakshasa 1 10-17 Brass (adult) 82-86 91-92 Salamander, noble 1 18-20 Gold (young) 87-90 93-94 Sphinx (any) 1 — 95-99 Wight, shadow 1 91-00 00 Wyvern 1d3

140  Appendix One Table 24: Throtl (includes Lemish and Cinder’s realm) % Day % Encounter Number Night Encountered 01-10 01-10 Ankheg 1d2 Table 24B: Throtlese Dragons 11-25 11-20 Bandit gang See Groups d20 Type 26-30 21-30 Digester 1 01-02 Bronze (juvenile) 31-35 31-40 Dire wolf 1d4 03-16 Red (adult) 36-40 41-45 Dragon 1d3-1 17-20 Silver (very young) 41-55 46-60 Goblinoid band See Groups Gurik cha’ahl (former 1st- 56-60 61-65 level goblin warriors) 1d3 61-70 66-80 Hobgoblin mercenaries See Groups 71-75 81-85 Howler 1d4 76-77 86-87 Hydra (any) 1 Table 25: Western Coastal Waters (Sirrion Sea, Straits of Algoni, etc.) 78-83 88-95 Ogre 1d4+1 % Day % Encounter Number 84-85 96-97 Stahnk 1 Night Encountered 86-95 98-00 Troll 1d3+1 01-05 01-10 Child of the sea 1 96-00 — Yrthak 1 06-10 11-15 Dragon 1 11-15 16-20 Elemental, small water 1d6 16-20 21-25 Hag, sea 1 Table 25B: Western Coastal 21-30 26-30 Lacedon 1d4+1 Water Dragons 31-35 31-35 Kalothagh 1d3 d20 Type 36-40 36-40 Kapoacinth 1d4 01-02 Black (adult) 41 41 Kraken 1 03-07 Bronze (adult) 42-45 42-50 Kuo-toa 2d4 Sea (from AoM 08-20 sourcebook) (adult) 46-60 51-60 Merchants (on ship) See Groups 61-65 61-65 Merfolk 1d6 66-70 66-70 Merrow 1d3 71-80 71-80 Porpoise 1d3+3 Table 26: Eastern Coastal Waters 81-85 81-88 Scrag 1d3+1 (Eastern Courrain, Bay of Balifor, etc.) % Day % Encounter Number 86-89 89-90 Sea cat 1d3 Night Encountered 90-97 91-96 Knights of Solamnia (on ship) See Groups 01-10 01-10 Dire shark 1 98-99 97-98 Tritons 1d4 11-15 11-15 Dragon 1 00 99-00 Whale, cachalot 1 16 16-20 Dragonturtle 1 17-20 21-30 Elemental minion, water 1d4 21-30 31-35 Elf, dargonesti 1d6+1 31-40 36-40 Elf, dimernesti 1d8+2 41-50 41-50 Ghagglers 2d4 Table 26B: Eastern Coastal 51-55 51-55 Manta ray 1 Water Dragons 56-60 56-65 Minotaur patrol (on ship) See Groups d20 Type 61-70 66-70 Merchants (on ship) See Groups 01-08 Amphi (mature adult) 71-80 71-80 Pirates (on ship) See Groups 09-12 Aquatic (adult) 81-85 81-85 Sahuagin 2d4 13-20 Sea (from AoM sourcebook) (adult) 86 86-87 Squid, giant 1 87-88 88-92 Swarm, turbidus leech 1 89-95 93-96 Tojanida 1d2 96-00 97-00 Whale, baleen 1

Wilderness Encounters  141 Irda: 1d2 Irda 3rd-level wizards. Usually lawful good. Groups Kender band: 1d4+2 kender 1st-level rogues plus 1d3 kender Groups mentioned in the preceding wilderness encounter tables fighters of level 1d3. Usually neutral. are described here. Kender band (afflicted): As kender band above, but replace Bandit gang: 1d3 1st-level warriors and 1 leader (d%: 01-70 rogues with fighters and fighters with rangers. fighter, 71-00 rogue) of level 1d3+1. Bandits are usually chaotic evil. Knights of Neraka: 1d6+2 human 1st-level warriors, 1d4 To determine the racial makeup of these bandits, roll d%: 01-65 human fighters of level 1d3+1, and one leader of level 1d3+5 (d%: human, 66-90 half-ogre, 91-00 afflicted kender (chaotic neutral). 01-70 Ftr/Lily Knight, 71-00 Clr/Skull Knight). Mounted on horses Bards: 1d3 bards of level 1d4+1 plus 1d8-2 1st-level warrior if on land. Always lawful evil. bodyguards and 1d4+2 1st-level expert minstrels. Bards are usually Knights of Solamnia: 1d6+2 human 1st-level warriors, 1d4 chaotic good. For the race of these bards, roll d%: 01-70 human, 71- human fighters of level 1d3+1, and one leader of level 1d3+5 (d%: 85 half-elf, 86-00 Qualinesti elf. 01-90 Ftr, 91-00 Ftr/Crown). Mounted on horses if on land. Always Dark clerics: 2d4 human clerics of level 1d3. For the patron lawful good. deity of these clerics (and cleric alignment), roll d%: 01-30 Kobold warband: 2d4 kobold 1st-level warriors with 1d3 dire Sargonnas (LE), 31-60 Chemosh (NE), 61-75 Hiddukel (CE), 76- weasels. 90 Morgion (NE), 91-00 Zeboim (CE). Lizardfolk band: 1d3+3 lizardfolk with 1 leader of level 1d3 Dark thrall band: 1d6 dark thrall human warriors of level 1d3. (d%: 01-40 druid, 41-80 ranger, 81-00 barbarian). Always neutral. Always chaotic evil. Merchants: 1d4 human experts of level 1d3 with 1d3+3 Desert nomads: 2d4 human 1st-level warriors led by a leader human 1st-level warriors. Usually lawful neutral. of level 1d6+1. Usually neutral. For the leader’s class, roll d%: 01-40 Minotaur patrol: 1d6 minotaur 1st-level warriors with 1 fighter, 41-60 barbarian, 61-90 rogue, 91-00 ranger (patron deity leader of level 1d4 (d%: 01-70 fighter, 71-90 mariner, 91-00 cleric of Chislev). Sargonnas). Disir invaders: 2d4 tyin plus 1d6 disir handlers. Minotaur merchants: 1d4+4 minotaur 1st-level experts with Draconian band, mixed: 1d4 baaz warriors, 1d3 kapak 1d4 minotaur warriors of level 1d3. warriors, plus 1 leader (d%: 01-70 bozak, 71-90 sivak, 91-00 aurak). Mountain nomads: 1d6 human 1st-level warriors and 1d3 Dragonspawn, black abominations: 1d3 dragonspawn human barbarians of level 1d3. Usually chaotic neutral. abomination 1st-level warriors of various base creature stock: d% Mystic: 1d4 mystics of level 1d3. For racial makeup, roll d%: 01-25 elf, 26-45 dwarf, 46-70 ogre, 71-90 minotaur, 91-00 centaur. 01-50 human, 51-60 dwarf, 61-70 elf, 71-80 kender, 81-90 half-elf, Druids: 2d4 1st-level human druids plus 1 leader of level 91-00 half-ogre.) 1d4+2. For leader’s race, roll d%: 01-80 human, 81-00 half-elf. Neutral cleric: 1d4 human clerics of level 1d3. For the patron Dwarven miners: 2d4 dwarf 1st-level experts (armed with deity of these clerics (and cleric alignment), roll d%: 01-30 Gilean hammers) and 1d4 dwarf 1st-level warriors. Determine dwarf clan (N), 31-60 Shinare (LN), 61-75 Zivilyn (N), 76-90 Sirrion (CN), 91- by region or as desired. 95 Reorx (N), 96-00 Chislev (N). Elf band: 1d6+2 elf 1st-level warriors, 1d4 elf rangers of level Ogre warband: 1d4 ogres led by 1 ogre of level 1d4. For leader’s 1d3, and 1 leader of level 1d3+2. Usually chaotic good. For leader’s class, roll d%: 01-60 barbarian, 61-00 fighter. class, roll d%: 01-50 fighter, 51-75 ranger, 76-00 wizard. Pilgrims: 1d8+2 1st-level experts plus 1d3 clerics of level 1d3. Elven resistance: As elf band, plus 1d4 additional elf experts of For pilgrim’s race, roll d%: 01-50 human, 51-80 half-elf, 81-00 level 1d3. dwarf.) Elven refugees: 3d6 elf 1st-level commoners, 1d6 elf experts of Pirates: 1d6 1st-level rogues plus 1d6 1st-level mariners led by level 1d3, and 1d6 elf 1st-level warriors. Usually chaotic good. 1 leader of level 1d6. Usually neutral evil. For leader’s class, roll d%: Gnome lab technicians: 1d6+1 gnome experts of level 1d3, 01-60 mariner, 61-90 fighter, 91-00 rogue. For group’s race, roll d%: armed with hammers (d% 01-65) or light maces (66-00). Usually 01-60 human, 61-75 ogre, 76-00 minotaur. lawful neutral. Plains nomads: 1d6 human 1st-level warriors and 1d3 human Goblinoid band: 2d4 goblin 1st-level warriors plus 1d3 barbarians of level 1d3. Usually chaotic good. hobgoblins and one leader (d%: 01-60 hobgoblin fighter level 1d3; Sligs: 1d6 sligs plus 1 slig boss of Ftr level 1d4 plus 1d2 dire 61-00 bugbear fighter level 1d3). boars. 30% chance of 1d4 kobolds. Good cleric: 1d4 human clerics of level 1d3. For the patron Sorcerer: 1d4 sorcerers of level 1d3. For racial makeup, roll d%: deity of these clerics (and cleric alignment), roll d%: 01-30 Majere 01-50 human, 51-60 dwarf, 61-70 elf, 71-80 kender, 81-90 half-elf, (NG), 31-60 Mishakal (NG), 61-75 Habbakuk (NG), 76-90 91-00 half-ogre. Branchala (CG), 91-00 Kiri-Jolith (LG). Steel legionnaires: 1d6 human (d%: 01-70) or half-elf (71-00) Gully dwarf scroungers: 2d4 Aghar 1st-level commoners plus 1st-level fighters, 1d3-1 1st-level rogues, and 1d3-1 mystics (d%: 01- 1d3 Aghar warriors of level 1d3. 80) or sorcerers (81-00) of level 1d3. Usually neutral good. Hobgoblin mercenaries: 1d6+2 hobgoblin warriors led by a Tarmak warband: 1d4+4 tarmak 1st-level warriors plus 1 leader of level 1d4 (d%: 01-40 fighter, 41-90 mariner, 91-00 ranger). tarmak leader of level 1d4. For leader’s class, roll d%: 01-60 fighter, Human settlers: 2d6 human 1st-level commoners, 1d4 human 61-99 barbarian, 00 mystic. experts of level 1d3, plus 1d4 human 1st-level warriors. Usually Wizard: 1d4 wizards of level 1d3+3 and 1d6 1st-level warriors. lawful good. For race, roll d%: 01-70 human, 71-80 half-elf, 81-00 elf. To Ice Folk band: 1d6 human 1st-level warriors and 1d3 human determine alignment and Order, roll 1d6: 1-3 Black, 4-5 White, 6 barbarians of level 1d3. Usually chaotic neutral. Red.

142  Appendix One

Dragonlance Monsters ranked by Challenge Rating Creature CR Source Creature CR Source Creature CR Source

Ant, phalanx, builder ¼ KoD Thanoi 2 DLCS Mandibear 5 BoK

Funno Sacred guardian (Large ¼ BoK Urkhan worm, juvenile 2 BoK animated object) 5 BoK

Deer Skeletal warrior ½ BoK Ant, phalanx, soldier 3 KoD (minotaur barbarian 4) 5 DLCS Emre ½ BoK Chaos wretch, sand 3 BoK Skrit 5 BoK

Minotaur of Krynn Spectral minion ½ DLCS Disir, true 3 BoK (human expert 5) 5 DLCS

Tarmak Divine messenger (elk, ½ DLCS White Stag of Paladine) 3 HOoS Wraith, magma 5 KoD ‘Wari 1 BoK Ogre, yrasda 3 SoS Ant, phalanx, queen 6 KoD Ant, phalanx, worker 1 KoD Bloodrager (dire wolf) 4 BoK Draconian, sivak 6 DLCS

Cenatur, wendle Dragon vassal (half- 1 BoK Chaos wretch, cedar 4 BoK ogre fighter 5) 6 BoK

Elk Child of the sea 1 BoK (human mystic 3) 4 BoK Fetch 6 DLCS Feeder 1 BoK Daemon warrior 4 BoK Fungal, Lor-Tai nomad 6 PoC Gurik cha’ahl (goblin warrior 1) 1 BoK Disir, tyin 4 BoK Skorenoi 6 BoK Imp, vapor 1 BoK Draconian, kapak 4 DLCS Spider, whisper 6 BoK Kani doll 1 BoK Draconian, noble, venom 4 BoK Thuamavore 6 ToHS

Moose Dreamshadow 1 BoK (human rogue 3) 4 ToHS Tylor 6 BoK Phaethon 1 SoS Elemental minion, air 4 BoK Urkhan worm, adult 6 BoK Tainted-blood (goblin warrior 1) 1 BoK Elemental minion, earth 4 BoK Wichtlin (Kagonesti ranger 4) 6 BoK Tayfolk, tayling 1 BoK Elemental minion, fire 4 BoK Yaggol, savage 6 BoK Austrich 2 BoK Elemental minion, water 4 BoK Draconian, noble, lightning 7 BoK

Chaos wretch, carrion Forestmaster (advanced 2 BoK Flamestone panther 4 KoD unicorn) 7 BoK Dark thrall of Onysablet (Silvanesti warrior 1) 2 BoK Qlippoth 4 BoK Giant, Desolation 7 BoK Draconian, baaz 2 DLCS Saqualaminoi 4 BoK Knight haunt 7 BoK Draconian, noble, frost 2 BoK Skorenoi 4 BoK Monstrous slug 7 DoA Eyewing 2 BoK Ursoi 4 BoK Skyfisher, pernicious 7 BoK Horax 2 BoK Wichtlani Kagonesti warrior 4 PoC Yaggol, elite 7 BoK Kalothagh 2 BoK Ankholian undead 5 BoK Draconian, noble, flame 8 BoK

Kyrie Divine messenger (dire wolf, 2 BoK Black Wolf of Takhisis) 5 HOoS Dreamwraith 8 ToHS

Lizardfolk, jarak-sinn Divine messenger (giant Eldritch avatar, eldritch 2 BoK owl, Gray Owl of Gilean) 5 HOoS haunt (kobold rogue 6) 8 ToHS Proto-creature (traag) 2 BoK Draconian, bozak 5 DLCS Hatori 8 BoK Shadowperson 2 DLCS Draconian, noble, vapor 5 BoK Huldrefolk 8 ToHS

Skyfisher Dragonspawn (human 2 BoK barbarian 2) 5 DLCS Undead beast, stahnk 8 BoK

Slig Dragonspawn, 2 BoK abomination (centaur) 5 BoK Wight, frost 8 BoK Slig, ghaggler 2 BoK Dread beast (ape) 5 ToHS Wight, shadow 8 BoK Spider, monstrous trap door 2 KoD Giant, half-giant 5 BoK Bound spirit (human rogue 7) 9 AoM Tayfolk, taylang 2 BoK Goblin, cave lord 5 BoK Draconian, aurak 9 DLCS

144  Appendix One Dragonlance Monsters ranked by Challenge Rating (cont.) Creature CR Source Creature CR Source Creature CR Source

Magori Dark thrall of 9 BoK Filament cluster 13 PoC Onysablet (template) +2 BoK

Remnant Divine messenger 9 ToHS Undead beast, gholor 13 BoK (template) +2 HOoS Accantus (civilized human Dragon, spirit (young Dragonspawn, sea mariner 6/fighter 2) 10 BoK adult gold) 14 HOoS (template) +2 BoK Dragon, spirit (young BoK, adult brass) 10 HOoS Razhak 14 BoK Ogre titan (template) +2 PoC Fireshadow 10 DLCS Daemonlord 15 BoK Phaethon, elder (template) +2 SoS Fogdrake 10 ToHS Demon, Malrauthin 16 BoK Sacred guardian (template) +2 BoK Lizardfolk, jarak-sinn anagakok (jarak- 10 BoK Chulcrix 17 BoK Wichtlin (template) +2 BoK sinn ranger 8) Death knight of Krynn Swarm, turbidus leech 10 BoK (human fighter 5/ 17 DLCS Dread beast (template) +3 ToHS Knight of the Lily 7) Wyndlass 10 BoK Skullwyrm 17 PoC Forestmaster (template) +3 BoK

Disir, queen Ogre titan (ogre fighter 11 BoK 12/sorcerer 5) 23 BoK Bloodrager (template) varies BoK Dragon, spirit (young Dragonspawn, adult copper) 11 HOoS abomination (template) +0 BoK Bound spirit (template) varies AoM Kyrie warhawk Death knight of (kyrie fighter 9) 11 BoK Child of the sea (template) +1 BoK Krynn (template) varies DLCS Troll, mewling 11 BoK Dragon vassal (template) +1 BoK Dragon, spirit (template) varies HOoS Dragon, spirit (young adult bronze) 12 HOoS Dreamshadow (template) +1 ToHS Dragonspawn (template) varies DLCS Eldritch avatar, eldritch emissary (mountain 12 ToHS Gurik cha’ahl (template) +1 BoK Eldritch avatar, eldritch varies ToHS dwarf expert 11) emissary (template)

Filament thrall Eldritch avatar, eldritch 12 PoC Skeletal warrior (template) +1 DLCS haunt (template) varies ToHS Horax, earthshaker 12 BoK Spectral minion (template) +1 DLCS Fungal creature (template) varies PoC Slig, brigand (slig rogue 10) 12 BoK Tenacious soul (template) +1 HOoS Proto-creature varies BoK Black willow 13 BoK Wichtlani (template) +1 PoC Skorenoi varies BoK Dragon, spirit (young adult silver) 13 HOoS Accantus (template) +2 BoK Tainted-blood varies BoK Dragonspawn, sea (human fighter 11) 13 BoK Ankholian undead (template) +2 BoK Abbreviations: AoM: Age of Mortals Companion, BoK: Bestiary of Krynn, DLCS: DRAGONLANCE Campaign Setting, DoA: Dragons of Autumn, HOoS: Holy Orders of the Stars, KoD: Key of Destiny, PoC: Price of Courage, SoS: Spectre of Sorrows, ToHS: Towers of High Sorcery Dragon Challenge Rating by Age Category Age Amphi Aquatic Fire Frost Gray Sea Shadow Wyrmling 1 3 4 4 2 3 2 Very young 2 4 5 5 3 4 3 Young 3 5 7 6 4 5 5 Juvenile 5 7 9 9 7 8 7 Young adult 7 9 11 12 9 11 10 Adult 9 11 14 14 11 14 12 Mature adult 11 14 16 17 13 16 15 Old 14 16 18 19 16 18 17 Very old 16 18 19 20 18 19 18 Ancient 17 19 20 22 19 21 20 Wyrm 18 20 23 23 20 23 21 Great wyrm 20 22 25 25 22 25 23 Wilderness Encounters  145 Appendix 2: Monsters in DRAGONLANCE The world of Krynn is richly diverse, as are the creatures inhabiting it. Many of these monsters have already been Races described in other DUNGEONS & DRAGONS products. This Krynn is home to more than just standard races such as chapter provides a general overview of how to incorporate elves, dwarves, and humans. It also features a surprising the monsters in the Monster Manual, as well as guidelines number of distinct yet interrelated races which bring an for including rare, unique, or variant monsters and how interesting dynamic to the setting. Many of the races in they all fit together in the setting. the Monster Manual are represented in a DRAGONLANCE The first half of this chapter is organized into sections campaign, a good proportion of them finding their roots in covering broad categories of creatures: Races, Beasts, the high ogres of the Age of Dreams or the passing of the Aberrations, Undead, and Outsiders. The first section Graygem. includes a summary of the various non-standard races in the Monster Manual, such as goblins, gnolls, and kobolds. Ogre Races The second covers monsters which exist as established Legends tell that the high ogres, the most beautiful and species, such as ankhegs, griffons, and wyverns. The third powerful of mortal races, were cursed in the Age of section discusses odd, unique, obscure, or otherwise Dreams and devolved over time to become the brutal, ugly unusual creatures with origins and backgrounds that race that now inhabits Blöde and Kern. The curse took may vary from individual to individual, such as aboleths, many forms, and many other races appear to spring from beholders, and spider eaters. The fourth covers the restless that same source. Athaches, ettins, hill giants, and trolls souls of the dead, such as ghouls, liches, and vampires. The are all at least distantly related to ogres and share common last section covers the extraplanar entities which may find brutish traits. Hags and ogre magi carry the legacy of their way into the DRAGONLANCE setting either as agents the high ogre’s magical power in their blood, capable of of the Gods or as lost travelers, such as celestials, demons, using magic, but not to the degree of their ancestors. Due and elementals. to the power of the ogre’s curse and its unpredictability, The remainder of the chapter features guidelines, individual members of these races are occasionally born to suggestions, and clarifications to enable you to incorporate ogre parents but breed true only with one another. other monsters from products such as the and The other races of giant described in the Monster Manual II into your campaigns on Krynn. You’ll Monster Manual are generally not represented in the also find some examples to get you started. DRAGONLANCE campaign but may make interesting and

Nonstandard DRAGONLANCE Monsters

lthough most monsters in the revised Monster exist on Krynn, applying the template to dire animals AManual are suitable for use in your DRAGONLANCE to create “beast dragons” offers an interesting low-level campaign, a number of classic exceptions exist, as alternative to dragons, especially when configured well as some for which the setting typically doesn’t as experiments on the part of the Dragon Overlords accommodate without some work. These are listed or Takhisis. Also, you may want to use the rules for below. lycanthropes to represent rare shapeshifter bloodlines As always, feel free to make exceptions for your own in families as opposed to wretched individuals with a campaigns. With some tweaking, some of the monsters magical disease. Other creatures, however, are simply above may find some role outside of their standard replaced in a DRAGONLANCE campaign, such as the concepts. For example, while no humanoid half-dragons halfling, and should be avoided.

Nonstandard Dragonlance Monsters Couatl Deep Dwarf Derro Drider (elf) Duergar (dwarf) Githyanki Githzerai Half-dragon Half- Halfling Lycanthrope Mind Flayer Orc Svirfneblin (gnome) Tarrasque Titan

146  Appendix Two unique individuals born to hill giant parents or even ogres. their alleged primacy, they are a race in decline, but their However, their numbers would never be sufficient to mutable bloodline almost rivals that of the ogres for the constitute a separate race. number of offshoot races which have stemmed from it. The Dopplegangers, while bearing a remarkable similarity troglodytes are certainly bakali folk, living in their caves to huldrefolk, are in fact said to be a rare cursed clan of beneath the surface of Krynn. Irda who sought to preserve their magnificent beauty. Any reptilian race could theoretically have its roots They were stripped of their true identities and reduced to in the bakali. It has been suggested that the bakali are the a featureless race. Few Irda are available who can speak of progenitors of the kobolds who, like sligs (introduced in the truth of this assertion. this book), are thought to also have their origins in the Ogres are the classic brutish thug race, but they have goblin race. These two races share more traits in common an extraordinary depth which you can reveal over the with the bakali than the goblins, the most obvious of these course of a campaign set in and around Kern or Blöde. being their reptilian features. Also associated with the With the ogre titans (from the Age of Mortals Companion bakali are the nagas, who are highly magical and intelligent Sourcebook) and hags, you have the makings of a gritty yet snakelike beings with apparent ancestral ties to dragons. high-stakes campaign looking into the nature of magic For the most part, bakali are found in swamp areas, and ogres, the reclamation of the high ogre legacy (or what acting as agents for black dragons such as Sable or the ogre titans believe that to be), and of course plenty of independently ruled by jarak-sinn (described in this action and drama. book), nagas, or even slaadi. Although their time on Krynn seems to be coming to a close, they are tenacious and Goblin Races maintain considerable numbers. Goblins are numerous on Krynn. Their origin is clouded Use bakali when you are looking for a somewhat alien in argument and misrepresentation, though of the several mindset or reptilian opponents that contrast to the more theories passed around between scholars, the most common draconian encounters. Bakali can form the commonly held is that they are the result of high ogre and foundation for a major campaign, leading from low-level elf crossbreeding, twisted over the centuries by the effects adventures with kobolds to high-level exploration-style of the Graygem. Elves firmly deny this, of course, and the epics in Morhlex’s swamp or the subterranean reaches of ogres, for their, part treat the goblins as minor annoyances. Neraka with , dragons, and nagas pulling strings. Hobgoblins and bugbears, larger members of the goblin folk, are common in goblin communities and, when not Sylvan Races acting as leaders or officers, will form tribes of their own. Whether or not the legends told of the huldrefolk are true, Gnolls and grimlocks are even further removed from the there can be no doubt that the fey folk, beloved of Chislev, common goblin stock, the former reputedly a Graygem share common beginnings. Dryads, grigs, nixies, nymphs, creation and the latter said to be the result of goblin and and pixies dwell in natural areas out of sight of mortal dark dwarf crossbreeding in the distant past. races, while the satyrs often form close bonds with centaur The goblin races are spread out across the continents tribes. With their innate connection to the natural world of Krynn and, in some cases, have formed whole nations and the magic within it, these reclusive races are in touch of their own, such as Sikk’et Hul in northern Ergoth, Throt, with secrets perhaps best kept out of the hands of corrupt and most recently in Qualinesti. Goblins have served as mortals. grunt troops in the pay of dark armies throughout Krynn’s Aligned with these fey races are giant eagles and giant history, although they are not necessarily committed to the owls, which can be considered folk of the sylvan world, wages of evil. Rare individuals are capable of heroic acts of and the wise treants, which some sages say were a gift to selflessness and kindness, though in general, it is safe to say Zivilyn from Chislev. Not all sylvan races are noble and that even the most well-intentioned goblin has a weakness beautiful, however; the ettercaps which live in spider- for malice and spite. infested woods and the harpies which haunt craggy Goblins are the perfect opponent for any level, either wildernesses in the farthest reaches of Ansalon are darker used directly from the Monster Manual or with levels representatives of their kind, owing service to Hiddukel in barbarian, fighter, even mystic or sorcerer. They are and Morgion. especially useful as grunts for evil warlords, although Sylvan races make excellent obstacles and can be consider putting a spin on this classic idea by having a dropped into any campaign at any time to introduce band of experienced goblins employ human or half-elf secrets, change the direction of the plot, contrast the mercenaries as their own grunt troops. Don’t forget the darker side of the Age of Mortals, or as comic relief. The cave lord and gurik cha’ahl featured in this book to spice encounter with the Forestmaster in Dragons of Autumn up a goblin encounter. Twilight (featured in this book) is a good example of using sylvan races as the pivot point for certain adventures. Bakali Races The bakali are the lizardfolk of Krynn and conform to Aquatic Races the statistics presented in the Monster Manual. Their race The oceans of Krynn are like those on other worlds, is ancient indeed, said to have existed before all others, teeming with life and vibrant with variety. Krynn has its though only the gods know this for certain. Regardless of share of seafolk who share a common heritage of being

Monsters in DRAGONLANCE  147 blessed, or perhaps cursed, with their marine natures by A campaign set entirely underwater makes for a very the passage of the Graygem. Locathah and merfolk are, interesting change of pace for DRAGONLANCE. With so along with tritons, semi-nomadic peoples who interact many options for aquatic encounters, as well as character with the sea elves and collectively form the foundations choices (merfolk and tritons make suitable PCs next to of the world beneath the waves. This union of interests Dimernesti or Dargonesti characters), you could take is continually besieged by the efforts of sahuagin and a campaign from start to finish and hardly ever see the kuo-toa, the latter of which inhabit sea trenches and surface. In a standard campaign, introduce aquatic races reefs along the coastlines of Krynn’s landmasses as well as part of a seagoing storyline, perhaps as part of the as subterranean lakes. Merrows, which are aquatic ogres background of a mariner character or to flesh out a plot occasionally known as yrasda, and ghagglers (marine involving a child of the sea or amphi dragon (featured in sligs), are sometimes found in marauding bands alongside this book). the other aggressive aquatic races.

148  Appendix Two Beasts of the air are suitable encounters in adventures Beasts set in mountains, in areas of open plain, or even desert. The majority of challenges and threats encountered by Drop a couple into a scenario that centers around a small adventurers and wayward travelers in the DRAGONLANCE village or settlement, perhaps as mounts for raiding campaign are beasts. Krynn’s civilized areas are often humanoids or as the primary threat. Use these creatures divided by hundreds of miles of wilderness, from deserts as support for adventures dealing with much larger aerial and plains to hills and mountains. The following creatures threats, such as dragons. have one thing in common—they are species native to Krynn, rather than being accidents of nature or curiosities Beasts of the Sea birthed by magic. As such, despite their occasional bizarre Like the flying creatures, Krynn’s marine creatures traits, they are favored of the nature gods. occasionally see use as mounts and in domestication by sea elves, tritons, and sahuagin, but they are more often Beasts of the Air than not dangerous encounters. Some species are far The skies of Krynn are home to an assortment of flying removed from the shores of Ansalon or Taladas, living in creatures, many of which are sought after as mounts or the remote depths, while others are a common sight along beasts of burden, while others are avoided as predators. the coastline or near beaches and waterways. Sea cats and Griffons, hippogriffs, and pegasi are all excellent mounts, dire sharks are aggressive predators that prey on mariners, seeing use in the noble houses of the elves or by daring while krakens are colossal creatures that hold entire mountain nomads in the Khalkist and Kharolis Mountains. undersea regions under their sway. Chuuls are not only Wyverns, chimerae, and dragonnes are lesser cousins of found along swampy coastlines and near underground dragons thought lost or mythical for hundreds of years but lakes but occasionally far out to sea hunting merfolk which have resurfaced in steadily increasing amounts since along the sea floor. And dragon turtles, cousins to the sea the War of the Lance. have been a plague to dragons, have been mistaken for islands themselves as they elven lands since before the Age of Might, while stirges are bask under the sun in calmer waters. no more than winged vermin that haunt crumbling towers Beasts of the sea are perfect foils for mariners and and ruins looking for victims or swoop down to infest sea-going adventurers. A campaign that revolves around small villages. pirates and naval encounters benefits strongly from classic Idosklepas of the Wicked Eye

dosklepas was a Black Robed Wizard active during all that truly remained is a caricature of his head with Ithe later days of the Reign of Istar. A student of ten eyestalks springing from his skull, an enormous Fistandantilus, his lack of etiquette and distasteful and distended mouth, and a single baleful eye in the manner made him unpopular with his brothers middle of his so-called face. He lacks a body, instead and sisters in the Orders. When finally given the floating in place like a swollen eyeball. opportunity, Fistandantilus made an example of Idosklepas was once something of a glutton. He Idosklepas, subjecting him to a number of abhorrent has since redirected his appetite for food and luxuries experiments. Idosklepas’ sanity was ruined, his body towards darker ends. He delights in inflicting mental, beset with magical trauma, and he may have died as well as physical, suffering on those who he feels altogether had the Cataclysm not struck and wiped has wronged him, which include any members of out Istar. organizations such as the Knights of Solamnia, the Idosklepas survived the Cataclysm by sheer luck Wizards of High Sorcery, or the Holy Orders of the (his prison cell was protected by magical wards) and Stars. He also spends a great deal of time hunting for eventually escaped. His transformation took years, magical cures for his predicament or items which he although it also extended his natural lifespan. By the can use to reclaim some of his lost magical power. time of the War of the Lance, Idosklepas’ physical form You could use Idosklepas as the primary had become that of a beholder, and the magic had antagonist in a campaign in Eastern Ansalon or have been locked away in the back of his mind, escaping him surface as a brief threat in the lives of any player only in the form of rays from his eyestalks. wizards and clerics. Perhaps Idosklepas has survived Idosklepas now moves from ruin to ruin along the Chaos War and the early Age of Mortals with his the Blood Sea and in lands such as Khur, Balifor, and magic intact, or perhaps he too is losing his magic even as far north as Nordmaar. He delights in putting during of the War of Souls and needs adventurers to others through the pain he himself once felt, especially recover magic items for him. Whatever the case, he is wizards and clerics. not a trustworthy individual, driven often to the brink When he was still human, Idosklepas was of madness from his experiences. overweight, balding, and shrouded in his black robes.  Idosklepas, Beholder: CR 13, hp 93; see Upon his transformation into the creature he is now, Monster Manual.

Monsters in DRAGONLANCE  149 sea monster threats, and even a reasonably short trip across experiments, magical accidents, and, of course, the the New Sea may provide the perfect opportunity to pull Graygem. Many of these creatures are relatively normal out one of these monsters. on other worlds but due to the history presented in the DRAGONLANCE saga, do not receive as much attention or Beasts of the Land occupy the same niche on Krynn. Others are just as strange These are the fantastic creatures most adventurers will and unusual in the DRAGONLANCE campaign as they are come across in their travels: the beasts that lurk in forests, anywhere else. mountains, and on the plains. They range from hideous wilderness hazards like the ankheg, basilisk, and krenshar Aberrations of Nature to terrifying encounters such as the behir, bulette and Whether they are the result of dark druids, the interference remorhaz. It’s possible the Graygem did influence these of high ogres in the Age of Dreams, or a side effect of creatures somewhat, as some of them look as if they are the despoliation of Ansalon by the Dragon Overlords, enhanced or twisted versions of standard animals. Some aberrations of nature are monsters that no longer have a beasts, such as winter wolves and purple or frost worms, place in the natural order of things. Aboleths are hideous, have a more obvious stamp of Chaos’ influence than others. bloated abominations with cruel intelligence that enslave Dire animals are primeval relatives of their standard others and keep them as slaves deep below the surface. sized namesakes. They are trained by skilled nomads, Gibbering mouthers may once have been amoebas or goblins, or ogres as beasts of burden, something Chislev’s oozes which have spontaneously acquired a kind of druids frown upon. Blink dogs and displacer beasts share crude sentience. Chokers could have once been dwarves a magical trait which makes them appealing to wizards but or gnomes lost in the darkness and horribly changed by very difficult to capture, and girallons and gray renders horrors best left unmentioned. Destrachans and digesters can be found in heavily forested regions where their brute owe their existence perhaps to the perversions of Morgion strength is put to use by tribal humans and the occasional or Zeboim’s clerics, creating what appear to be animals warlord. but which, in truth, serve only to spread chaos and upset Beasts of the land include some of the classic the natural order. Likewise, spider eaters, ropers, and rust wilderness encounters and present some of the more monsters could only be the result of twisted experiments ideal challenges for mid-level play. Mixing and matching or magical projects, creating individual monsters which magical beasts such as those described above with human, plague settlements or are cast into dungeons to waylay ogre, minotaur, or even draconian “handlers” can give you explorers. any number of adventure ideas. Almost any creature could be an aberration of nature, often when combined with a template such as the proto- Beasts of the Underground creature (included in this book) or given additional The subterranean kingdoms have their own challenges to special attacks or qualities. Aberrations of nature are good deal with from creatures adapted to living underground challenges for druids, rangers, and nature-themed mystics, in the deep regions of Krynn. These include gricks and primarily because their existence is an affront to the gods carrion crawlers which are the bane of dungeoneers and of nature and because they tend to show up in places miners, darkmantles and mimics which can lurk alongside where druids and rangers operate. settlements of dwarves, goblins, or kobolds waiting for a moment to strike, and oozes which have been blamed for Aberrations of Magic the disappearance of many individuals seeking treasure While aberrations of nature are sometimes a result of and riches in buried tombs. While also found above magical experiments, aberrations of magic are truly ground with frightening regularity, monstrous centipedes, magical in origin and include the victims of curses, scorpions, and spiders can be unwelcome encounters constructs built by wizards, and bizarre products of the in abandoned tunnel complexes where they surprise the Graygem. and must have once unwary. been ordinary animals, thrown together by arcane These creatures are commonplace in dungeon interference in the past or set upon unwitting victims adventures, although not as often in campaigns which by renegade mages. Similarly, owlbears and delvers may see more widespread adventuring above ground or in have their origins in the pages of Fistandantilus’s or even wilderness, which is typical of DRAGONLANCE. They make Magius’s spellbooks, lost for thousands of years and a nice change of pace when the heroes are used to dealing occasionally found long enough for the creation of a new with mortal opponents and can be challenging due to the batch of aberrant creatures. The gauth and beholder are so unique circumstances required to deal with them. rare that their existence is in almost every case an instance of a curse or spell gone awry (see sidebar) or a freak Aberrations summoning through a portal into the Ethereal Sea. Krynn not only has its fair share of unique races, monster Golems and shield guardians are the direct result species, and “normal” encounters; it also provides the of magical creative power put to work, often forgotten underpinnings for all kinds of bizarre and fantastic by their masters and left to guard empty towers or lost individual monsters that fall under the category of hallways. The gargoyles, on the other hand, may be a race aberrations. These are the subjects of curses, breeding that, like the draconians, were created for a purpose yet

150  Appendix Two escaped their original fate and came into their own, albeit Corporeal undead are the easiest to deal with in some in small numbers. ways, but become progressively more dangerous. High- Curses are excellent means of introducing odd level characters risk energy drain, blood drain, and even creatures to your campaign. Be careful not to overdo instant death by confronting them. Combine low-level it, as your DRAGONLANCE campaign may start to look corporeal undead with high-level monsters for a nice wildly different or lose its tone if every encounter is a contrast. Mohrgs are found with zombies normally, but cursed wizard or spell-struck fighter. Used sparingly and pairing ghouls with a vampire elven ranger, or skeletons given detail and substance, creatures such as sphinxes, dressed in wizard robes with a cunning lich, make undead yuan-ti, and even gorgons make striking NPCs and encounters satisfyingly complex without going to too threats that could form the focus for entire storylines. much trouble. Consider introducing a means of potentially removing the curse or the threat of the curse being spread to others. Incorporeal Undead DRAGONLANCE may not have lycanthropes, but the classic Incorporeal undead are souls prevented from leaving adage of becoming infected by a magical disease can have Krynn and joining the Progression of Souls for some its moments. reason. Shadows and allips barely even remember their former lives: the former as life-hating men bound in Undead darkness, the latter as suicides gripped with madness. Perhaps the easiest of creatures to include into a Wraiths and spectres, archetypical horrors found in tombs DRAGONLANCE campaign, the undead have contributed and ruined castles, remember enough of their living to adventures in Krynn since the beginning, and the Age days to hate those who still draw breath, but they are at of Mortals is no exception. Spectral minions, skeleton least capable of speech. Ghosts are encountered in many warriors, and death knights have become recognized icons forms, kept back on Krynn for wrongs left unrighted, love of the setting, but all of the Monster Manual undead are unresolved, or perhaps desires left unpursued. suitable for use in adventures. The classic division between Whether you have them swarm at the heroes from corporeal and incorporeal undead creates a ready means the doorways of a ruined windmill on a hill above a town of determining if your group is prepared to face an undead or throw in the occasional malicious spirit haunting a encounter, as incorporeal undead are often much more shopkeeper’s basement in Haven, incorporeal undead difficult to hit without the appropriate magical aid. Also, always have a story behind them and are ready-made for keep in mind that without a cleric, paladin, or mystic with pivotal encounters. As with all DRAGONLANCE monster the Sun domain, dealing with undead may present more of encounters, take a moment to think about where the a threat to an adventuring party than if they had characters spectre or ghost came from, what its backstory is. The with those classes. result is a more rewarding and somewhat creepier experience for your players. Corporeal Undead These are undead with physical bodies, usually their own. Outsiders Their souls are bound to them, usually in such a way as to Wizards and clerics know there is more to the universe darken their natures and make them hateful and dangerous than just the material world. The gods dwell in vast to the living. Zombies and skeletons are mindless and extraplanar realms along with their servants and agents, quite common as the minions of necromancers and Black the four cardinal elements come together from their own Robes, as well as Chemosh’s clerics. Ghouls and ghasts planes, and mysterious creatures and hidden realms have roam graveyards and charnel houses, sometimes even in been recorded as existing just on the other side of the veil the middle of cities such as Kalaman, feeding off the dead into the Gray (the Ethereal, Astral, and Shadow planes). and ambushing the living. Mummies and wights are often Most of Krynn’s inhabitants have little to do with outsiders, found in ancient tombs and ruins that date back to when the creatures native to other planes, but every hero will at burial customs were elaborate, guarding the treasures and some point in her career bargain with, defend herself from, belongings they had when alive. or duel with one of these extraplanar visitors. Mohrgs and devourers are kept alive by the In general, avoid using outsiders except when you want overwhelming force of their wicked natures: the former to illustrate a theme, such as redemption or betrayal, or as murderous chieftains and brutish killers, the latter as you want to involve the gods directly in your campaign’s greedy and rapacious ogres trapped between this world events. Make each appearance of an outsider special and and the next by their unending curse of hunger. Vampires unique, not mundane. Whole storylines will go by without prey upon the living in urban areas or where the gods of extraplanar creatures making an appearance! Another light are kept in shadow, and liches surface from time to option is to withold the revelation that a valued NPC ally time as a result of Wizards of High Sorcery lured into false is an outsider until some time has passed in a campaign, promises of power by Chemosh. Most terrible of all are showing that many extraplanar entities prefer to hide their the nightshades and bodaks, who appear only in times of true natures on Krynn. greatest turmoil and despair, brought forth out of darkness from the graves of innocents and victims and descending upon battlefields and trenches with their aura of death.

Monsters in DRAGONLANCE  151 Axiomatic Creatures

he introduced a template for chaotic foe. Tlawful-aligned creatures native to the planes of Special Qualities: An axiomatic creature retains all order. Creatures with this template are the archetypes the special attacks of the base creature and also gains or primal representatives of the specific creature type the following special qualities. and, as such, make excellent extraplanar servants —Darkvision 60 feet. and agents of the gods of balance. The traits of an —Resistance to cold, electricity, fire, and sonic 5. axiomatic creature are summarized below, slightly Gain resistance to cold, electricity, fire, and sonic 10 if modified for the revised edition. 12 HD or more. —Spell resistance equal to HD + 5 (maximum 25). Creating an Axiomatic Creature —Linked Minds (Ex): All axiomatic creatures with “Axiomatic” is an inherited template that can be the same base creature type within 300 feet of each added to any corporeal aberration, animal, dragon, fey, other are in constant communication. If one is aware giant, humanoid, magical beast, monstrous humanoid, of a particular danger, they all are. If one in the group plant, or vermin of lawful or neutral alignment that is not flat-footed, none of them are. No axiomatic is native to the Material Plane (referred to hereafter creatures in the group are considered flanked unless as the “base creature”). Animals with this template they all are. become magical beasts, but otherwise the creature If the base creature already has one or more of type is unchanged. The template uses all the base these special qualities, use the better value. creature’s statistics and special abilities except as noted Abilities: As base creature, but Intelligence is least here. 3. Special Attacks: An axiomatic creature retains all Challenge Rating: HD 3 or less, as base creature; the special attacks of the base creature and also gains HD 4 to 7 HD, as base creature +1; HD 8 or more, as the following special attack. base creature +2. —Smite Chaos (Su): Once per day, an axiomatic Alignment: Always lawful (any). creature can make a normal melee attack to deal extra Level Adjustment: Same as the base creature +4. damage equal to its HD (maximum of +20) against a

Fiendish Outsiders contracts and ruin. His demons resemble those in the In the DRAGONLANCE campaign, all outsiders of a fiendish Monster Manual. Zeboim’s tend to have aquatic or reptilian nature originate in the Abyss. The Abyss is much larger traits, again largely cosmetic in nature. These two gods than any scholar or sage can account for—it is not only the are also known to send howlers to their favored priests, home of the gods of darkness, but it contains vast aspected though Zeboim’s tend to be adapted to the water. realms which the evil gods and their servants have The neutral evil gods, Chemosh and Morgion, vary constructed. These realms are attuned to each god and, on which outsiders they choose to serve them. Chemosh within each realm, can be found outsiders aligned with the almost exclusively relies on fiendish undead, eschewing realm’s ruling deity. the service of other extraplanar creatures. He occasionally Of the lawful evil outsiders, the devils are the most rewards a servant with a nightmare as a steed. Morgion, in numerous. They are aligned with Sargonnas, Nuitari, contrast, has his vargouilles and night hags who revel in and (before her death) Takhisis. Nuitari’s devils resemble spreading decay and fear in the name of the Black Wind, those in the Monster Manual in appearance, although along with scores of fiendish oozes and fungi. Sargonnas’ devils have minotaur-like or condor-like traits, Half-fiends should be incredibly rare in a and Takhisis’ devils have draconian traits. These differences DRAGONLANCE campaign. Although children of the are largely cosmetic, indicative of the influence each deity evil gods have been described in minstrel’s tales and the has on his or her servants. The achaierai, barghests, and legends of the distant Age of Dreams on occasion, their serve Sargonnas, while Takhisis once had existence would imply a significant turn in the events of dominion over the xill until her death. That race of vicious history. The template does however make for a thoroughly outsiders were betrayed by the Dark Queen and left behind nasty and dangerous villain or monster, especially when when she stole Krynn, and their fate is unknown (see the used to describe a transformative “blessing” from one of campaign adventure Price of Courage). Lastly, Nuitari’s the gods of darkness. rakshasas are malevolent agents rarely seen on Krynn yet responsible for collecting information for the God of the Celestial Outsiders Black Moon, something at which they are extremely good. Noble and magnificent, the native inhabitants of the Dome The demons make up the bulk of the chaotic evil of Creation are an inspiration to Krynn’s mortals and a residents of the Abyss, aligned with Hiddukel and Zeboim. clear threat to evil. However, for the most part, the gods Hiddukel, often known as the Lord of Demons, makes of light do not send celestial outsiders to Krynn with any good use of them in his efforts to lead mortals into twisted frequency, hoping their mortal agencies will accomplish

152  Appendix Two their will. Only in times of great need will they confer gods of light or of their celestial agents, half-celestials upon their servants the task of aiding clerics, knights, and constitute a major involvement of the Dome of Heaven in White Robed wizards, although it is known that Solinari is the lives of mortals. Because of this, the template is perhaps more willing to do so. best applied to non-humanoid creatures or animals for Kiri-Jolith, Majere, and Solinari are served by the unique alternatives to the standard celestial outsiders, archons, steadfast protectors and guardians. Solinari’s representing not halfbreed creatures but emissaries or archons resemble those in the Monster Manual. Kiri- guardians similar to the divine messenger template (from Jolith’s archons, regardless of their standard appearance, the Holy Orders of the Stars sourcebook). frequently have bison-like traits, with lantern archons appearing as glowing swords. Majere’s archons have Neutral Outsiders mantis-like traits or manifest with the aroma of roses. The Hidden Vale is an all-encompassing plane of neutrality When he was a deity, Paladine’s archons had noble, dragon- and primal archetypes of both nature and mortal ambition. like traits. All of the lawful good gods make good use of Home to the gods of balance, it is also a place of axiomatic celestial animals appropriate to their divine associations. ideals, shed of moral concerns, and of industrious outsider Branchala, as the only chaotic good deity, has sole races which rarely, if ever, cross the planar boundaries to governance over the eladrins and lillends, free-spirited Krynn. and noble. His eladrins have elvish or occasionally The slaadi are perhaps the most likely of these races to kenderlike appearances, revealing the god’s favor of those find their way to the material world. Common in worlds races. Branchala’s lillends are muses for bards and embody beyond the Gate of Souls, they have their own corner the essence of the Bard King’s philosophies. They often do of the Hidden Vale where they toil in ceaseless random his work on Krynn masquerading as singers, players, and bickering and frenzied one-upmanship. Sirrion, the only poets long enough to stir the hearts of lovelorn artists. chaotic neutral god, has nothing at all to do with them, Of the neutral good outsiders, the angels serve and thus they work with no divine patronage. However, Mishakal and the guardinals act in service to Habbakuk. as they serve to advance free will and choices, Gilean does Mishakal’s angels are mighty champions whom she has not proscribe their existence. Indeed, some have appeared directed to aid her sons or her husband in times of great before races of Krynn such as the bakali, positioning need. Blue-robed and even-handed, their kind is rarely but themselves as masters for as long as it suits them. During gratefully seen. The guardinals of Habbakuk resemble the the Chaos War, armed groups of slaadi under Chaos’ descriptions in the Monster Manual, winged agents of good influence appeared on Krynn but vanished once resistance occasionally sent to Krynn to aid desperate Knights of began to swell. Solamnia or good-aligned druids. The formians are militant ant-like outsiders whose Like half-fiends, half-celestials should be very rare in primary existence is geared towards combat. Shinare can the DRAGONLANCE campaign. As either children of the appreciate their industrious natures but has no time for

Monsters in DRAGONLANCE  153 their aggression. Inevitables, on the other hand, are prized djinn who live there. Belkers are also residents of this by Shinare, Lunitari, and Gilean as agents of neutrality, and plane but are more likely to act in accordance with the from time to time, they will make use of these constructs wishes of Morgion on Krynn than any neutral god. Air, to achieve certain aims. However, the gods of balance dust, and ice mephits may also be found here, along with seldom interfere, and thus any encounter with a marut the constantly moving arrowhawks. (charged with thwarting the abuse of power by another The Elemental Plane of Water’s primary residents are god), a kolyarut (en enforcer of contracts), or zelekhut (an tojanidas, as well as ooze and water mephits and other agent of justice) will be rare but deserved. aquatic creatures. The plane is contested fiercely by Zeboim In the end, the gods of balance favor using elementals and Habbakuk, as no neutral deity holds particular (see below), axiomatic creatures (see sidebar), or simply influence there. It is, therefore, tempestuous and dangerous rely on the nature of mortals to handle their own concerns. as a destination. The Elemental Plane of Earth has its thoqquas, Elemental Outsiders burrowing within the endless stone, but it is also home to The Elemental Planes co-exist with both the Hidden Vale xorns, razhaks, earth and salt mephits. Neither the gods of and the world of Krynn to some extent, embodying the light or darkness have any strong influence over this plane, building blocks of all creation. The planes themselves are leaving it to Reorx and Chislev, who rely on the strength hostile to most creatures of the Material Plane but are of elemental earth to repair the damages inflicted upon home to bizarre and exotic creatures of their own that Krynn. occasionally venture to Krynn. The elementals are the Lastly, the race of janni are occasional visitors to primary examples of this and are favored by the gods of Krynn, seen in the regions of Khur and Balifor during the balance, as well as by mortals who seek to employ them. Age of Despair in the guise of native nomads. Missing The Elemental Plane of Fire is home toazers , since the Chaos War, they may only recently have had the extraplanar dwarves who work the Reorx’s divine forge, opportunity to return to the deserts and wastes they favor as well as efreet and salamanders who defy the will of with the restoration of the planes. Sirrion and have acted in service to Sargonnas in the past. Fire, magma, and steam mephits also reside on this plane, occasionally carrying out the wishes of the gods, as well as Incorporating Old magmin who are somewhat less reliable. Rasts occasionally appear on Krynn deep in the bowels of volcanic regions, and New Monsters frustrating the dwarves and exciting the gnomes, who each One of the challenges of adding a new creature, either have their own ways of dealing with the fiery vermin. of your own or from another DUNGEONS & DRAGONS The Elemental Plane of Air is a place of constant winds product, is finding a place for it among the existing and motion, a boon to the invisible stalkers and noble monsters and races of Krynn. It can be tempting to just Creatures from the Monster Manual II

onster Manual II was the follow-up to the Notable exceptions from the list of possible MMonster Manual and includes in its pages creatures are the gem dragons, linnorms, and felldrakes, hundreds of new monsters, including some designed all of which represent substantial additions to the for higher-level play. While most of them could DRAGONLANCE dragons and should be avoided. Also be introduced into a DRAGONLANCE campaign by note that the death knight in the Monster Manual following the directions and suggestions in this chapter, has been replaced by a revised death knight in the several of them stand out as especially suitable. These DRAGONLANCE Campaign Setting. are listed below.

Creatures from the Monster Manual II Automaton Banshee Bone Naga Catoblepas Chimeric Creature (template) Corollax Crimson Death Dire Animals Dread Guard Frost Salamander Galeb Duhr Golem, Dragonflesh Legendary Animals Megapede Morkoth Rogue Eidolon Runic Guardian Sirine Spirit of the Land Sylph Tauric Creature (template) Warbeast (template) Yugoloth

154  Appendix Two Creatures from the Fiend Folio

he Fiend Folio is an updated version of a classic more Krynn-friendly appearing below. TDUNGEONS & DRAGONS tome, the contents of Be aware that a great deal of the monsters in the which were very influential on the DRAGONLANCE Fiend Folio are extraplanar, as the name suggests. This world. The death knight and skeletal warrior, for makes them less appropriate for general use, although example, each made their first appearance within the an occasional fiendish horror sent to plague high-level covers of that book and went on to become “household White Robes, Solamnic Knights, and good clerics has its names” of Krynn. The revision likewise contains some merits. suitably fiendish and appropriate monsters, some of the

Creatures from the Fiend Folio Aquatic Ooze Bhut Blood Hawk Caryatid Column Crypt Thing Death Dog Demodand Feytouched Fossergrim Half-fey Huecuva Kelp Angler Kelpie Mongrelfolk Necrophidius Octopus Tree Oread Sea Drake Skulk Swordwraith Yurian

retroactively install new races, new dragons, or new perfect candidate for a War of Souls opponent. Rewrite its magical beasts into the setting, but to do so may subtly backstory to say that it descended from Takhisis’ one moon alter the tone of the world. Of course, this should not in the midst of the great storm that heralded the One God, stop you but remember to consider the consequences and and you have a unique and freakish monster tied to the implications of bringing in something entirely unheard of events of the setting and ready to prey upon your heroes. into the unfolding drama of DRAGONLANCE. Perhaps you’d like to create an all-new monster, based Krynn has been the location of many adventures over on a movie or television show you like or a book you read. the past twenty years and through several rules versions Or, you woke up with an interesting idea and felt like it and system changes. Under the current revision, some of would make a good foil for your DRAGONLANCE group. the monsters you may have used or which have appeared The revised Monster Manual has detailed and useful in novels are no longer in the Monster Manual and are not advice for making the monster you want, but how does included in this book. These creatures can often be found it fit into the setting? Use the categories described earlier in other DUNGEONS & DRAGONS products, and Dungeon as gudielines. Does it fill the same role as something that Masters should feel free to add them into their games. This already exists? You may need to tweak it a little to avoid is the simplest case of adding a new monster and stands to repetition, or give it some unique ability that sets it apart. have the least impact. If the monster has already been seen Does it contradict an established DRAGONLANCE theme in the world, such as the sirine from Monster Manual II, it or convention? You should rethink any lycanthropes or will not take much effort to include it. orc-related monsters in favor of dragon-like or ogre- On occasion, an all-new monster may appear in like monsters, for instance. Is it an accident of magic or another book and you will want to drop it into the world. is it a whole new species? A singular individual will not Dungeon Masters who find such creatures as the mooncalf usually upset the flavor of the world, especially if it can or runic guardian from Monster Manual II appealing be explained by magic or a portal from somewhere, but may want to use them as challenges for their player the sudden introduction of a race of cat-people living characters. First, consider which category the creature alongside the elves throws continuity out the window. falls under. Is it a race, a beast, an aberration, an undead, In general, anything can be added to the game if you or an outsider? Determining this can make your job a lot can think of a logical reason to add it. Remember the easier. Let’s say you’d like to introduce the mooncalf as benefits of curses, the Graygem, the relocation of Krynn an adversary for your DRAGONLANCE players. It’s not a (the Dragon Overlords found their way here, might there race, nor does it qualify as a beast or undead. The entry be other creatures from that world?), and the depredations describes it as a neutral evil magical beast that, according of Chaos. At the end of the day, the goal is to have fun to rumor, “flies down from the dark side of the moon” to and present an enjoyable, memorable, and exciting inhabit lonely and desolate mountain areas. This sounds DRAGONLANCE experience. It’s okay to give such things as like a great aberration, and its association with a dark canon and continuity a rest when you need to! moon and weather-related spell-like abilities make it a

Monsters in DRAGONLANCE  155